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changelog.txt
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DynaHack 0.6.0 (2016-02-17, 0000000)
====================================
DynaHack 0.6.0 marks a large departure from the 0.5.x series by introducing
quite a few gameplay and content changes aimed at eliminating tedium, improving
fairness, and increasing tactical and strategic variety.
As always, changes in DynaHack tend to lean in favor of the player more
often than not, so players of all skill levels will find something to
appreciate.
Highlights
----------
* New body armor and shield skills: grants bonus AC and MC; heavier suits of
armor and shields get bigger bonuses and train the skills faster.
* Magic chests! Any item put into a magic chest can be looted out of any other
magic chest in the dungeon, placed at set locations. This eliminates tedious
stash consolidation and transporting of items to and from stashes and fixed
dungeon resources like altars, shops and water.
* Mazes completely removed from Gehennom!
* New resistance system: resistances gained from corpses and crowning only
provide partial protection.
* Reflection no longer reflects breaths (except disintegration).
* Instant petrification completely replaced with delayed petrification: you will
always have a few turns to save yourself from instant death.
* Drawbridge instant death removed: drawbridges can only be destroyed by force
bolts when closed, not open.
* Extra turn before drowning attack instant death. Players upgrading from an
older version of DynaHack should adjust their `msgtype` as described in the
Configuration section of this changelog.
* Zombie corpses may revive (lower chance if playing a priest).
* Sokoban prizes moved to Mines End, making Sokoban much more optional.
* Nymph level moved into Town branch; Town shops are larger to compensate.
* Effect of skills on to-hit and damage raised in general.
* Items that spawn with a magical property have a much higher chance to spawn
with additional properties.
* Slings now get damage bonuses from strength and enchantment.
* Spells can be aborted at direction, position and item prompts without using
power or hunger.
* New `repeat_prefix` keymap and `repeat_num_auto` option for people accustomed
to NetHack's classic number key movement scheme.
* New `msg_per_line` option: Shows each message on a new line in the message
area when enabled.
* Potion color alchemy improved in favor of players, making it more of an
alternative to NetHack's alchemy instead of a nerf.
* Curses on armor, jewelry and eyewear are now revealed when they are worn
instead of when trying to take them off.
* More messages for things that used to happen silently: uncontrolled
teleportation, finding secret doors/corridors while searching, items becoming
randomly cursed.
* Iron bars can be destroyed by acid or eaten by certain monsters.
Character
---------
* Resistances gained from corpses and crowning only provide partial protection,
and resistances from your race/role or from worn equipment are immunities
(based on L's partial resistance patch). Exact partial resistance effects:
- fire, cold, shock: half damage
- sleep: half duration, doubled chance to awaken from combat
- disintegration: 90% chance to resist
- poison: half damage, having any protects against other effects
- As a side effect of this patch, negative AC and half physical damage
resistance no longer reduce damage from fire, cold, shock or acid attacks.
* Reflection no longer reflects breaths; disintegration breath is treated as a
beam to prevent unfair deaths due to this change. The breath graphic has been
changed accordingly.
* Changes to skills:
- New body armor skill:
- Body armor skill grants bonus AC and MC for suits of body armor based
on their weight and capped by your skill, as well as weight reduction
for worn body armor.
- Grants (weight / 50 - 2) bonus AC for body armor capped at +2 at
basic, +4 at skilled and +7 at expert.
- Grants (weight / 100 - 1) minimum MC for body armor capped at MC1 at
basic, MC2 at skilled and MC3 at expert.
- Reduces weight of worn body armor heavier than leather armor (150wt)
according to the difference: 25% at basic, 50% at skilled and 75% at
expert, e.g. plate mail (450wt) only weighs 225wt at expert skill.
This reduced weight does not affect the AC or MC bonuses above.
- Trains to expert in between 16k and 24k turns; wearing heavier suits
of body armor speeds up training.
- Maximum skill levels:
- Expert: Knight, Samurai
- Skilled: Barbarian, Convict, Priest, Ranger, Valkyrie
- Basic: Archeologist, Caveman, Rogue, Tourist
- Restricted: Healer, Monk, Wizard
- Unlike weapon skills, body armor skill always starts at unskilled.
- New shield skill:
- Shield skill grants bonus AC and MC for shields based on their weight
and base AC, and is capped by your skill.
- Grants (weight / 20 + base AC) bonus AC for shields capped at +2 at
basic, +4 at skilled and +7 at expert.
- Grants (base AC + [1 if weight > 50]) minimum MC for shields capped at
MC1 at basic, MC2 at skilled and MC3 at expert.
- Trains to expert in between 11.2k and 16.8k turns; wearing heavier
shields speeds up training.
- Maximum skill levels:
- Expert: Knight, Priest, Valkyrie
- Skilled: Archeologist, Barbarian, Ranger, Rogue, Samurai
- Basic: Caveman, Convict, Tourist
- Restricted: Healer, Monk, Wizard
- Unlike weapon skills, shield skill always starts at unskilled.
- Martial arts and bare-handed combat now get to-hit bonuses from skills
just like weapons do (from SporkHack).
- Allow 1-damage hits to still train relevant skills; in NetHack, hitting
with a weapon at unskilled gives -2 to damage, so weapons that couldn't
roll at least a 4 on damage wouldn't be trained at all!
- Accelerate heavyshot skill training: hitting with a heavyshot weapon
trains the relevant skill by 1dX points similar to its damage multiplier.
- Training of spellcasting skills restored to NetHack values: 20/80/180 for
basic/skilled/expert (was 100/200/400).
- Effect of skills on to-hit and damage raised in general (from dNetHack):
- Expert weapon skill gives +5/+3 to-hit/damage (was +3/+2).
- Expert two-weapon skill gives -2/+2 to-hit/damage (was -3/+1).
- Skilled riding gives +2 to damage (was +1).
- Expert riding gives +2/+5 to-hit/damage (was +0/+2).
- Restricted weapon skill gives -5 to damage (was -2).
- Feeling more confident in your skills now interrupts multi-turn actions.
- Unskilled no longer causes thrown/fired projectiles to slip due to low
skill level; this is now limited to restricted skill.
- Allow monks to reach expert skill in shuriken.
* Increased sling damage: slings now get the strength damage bonus (otherwise
reserved for melee) and sling enchantment affects damage of fired projectiles
(normally launcher enchantment only affects to-hit); their damage now even
competes with thrown daggers!
* Change effect of luck on to-hit to +(Luck / 3) across the board (previously
it was +Luck to everything except melee; from SporkHack).
* Spells can be aborted at direction, position and item prompts without using
power or hunger.
* Teleport control allows teleportation to be cancelled without using a turn and
in the case of deliberate teleports consuming hunger.
* Punishment (i.e. being attached to a ball and chain) no longer stops you from
displacing pets.
* Movement at low HP (less than 10, or 5 if polymorphed) is stopped at strained
(the same encumbrance that causes HP loss on movement) instead of stressed,
which simplifies the relationship between encumbrance, HP loss and stopped
movement a bit:
- Before:
- Stressed
- cannot move with less than 10 HP (5 if polymorphed)
- Strained
- lose 1 HP every 30 turns if moving
- lose 1 HP every 3 turns if attacking
- After:
- Strained
- cannot move with less than 10 HP (5 if polymorphed)
- lose 1 HP every 30 turns if moving
- lose 1 HP every 3 turns if attacking
* Rogues start with a +1 short sword (was +0).
* Samurai start with a +3 wakizashi (was +0), which slightly out-damages their
starting +0 katana.
* Player vampires no longer try to drink blood when biting or abuse dexterity
while satiated (from UnNetHack).
* Player vampires may bite petrifying, sliming or disintegrating monsters if
stunned, confused or hallucinating (from UnNetHackPlus).
- Players polymorphed into mind flayers will stop themselves from biting
petrifying, sliming and disintegrating monsters, as long as they are not
stunned, confused or hallucinating (from UnNetHackPlus).
* Prevent player vampires from trying and consequently failing to bite shades.
* Show message when trying and failing to engulf a huge monster while
polymorphed as an engulfing monster (from UnNetHackPlus via UnNetHack).
* Fix C343-238: "(Unix and VMS only) The 'Who are you?' prompt does not accept
digits in the response." The official bug description is inaccurate: it's
names that START with a digit that aren't accepted by vault guards, and it
applies to all platforms.
* Fix ring of sustain ability blocking -1 strength change when becoming weak
from hunger, allowing it to be exploited to gain strength on demand.
* Fix off-hand weapon properties remaining after ending two-weapon combat.
Dungeon
-------
* New dungeon feature: magic chests!
- Any item placed in a magic chest can be looted out of any other magic
chest in the dungeon, removing the need to consolidate stashes.
- Magic chests are placed in set locations near useful resources such as
altars, shops and water, reducing the distance that items need to be
hauled to such resources. The set locations are:
- Minetown
- Sokoban entry level
- Fort Ludios
- Quest home level
- Castle
- Valley of the Dead
- Orcus-town
- Fake Wizard's Tower
- Magic chests are fixed to the ground and as such cannot be tipped.
- Attempting to put a corpse set to revive into a magic chest will revive it
immediately, to prevent exploiting them to get rid of such corpses.
* New trap type: shuriken traps, which only appear in quest levels of certain
roles. Replaces dart traps in monk and samurai quests, and also sometimes
for ranger and rogue quests.
* Changes to quest levels:
- Add guaranteed tinning kit to the Valkyrie quest home level to give
players an alternative to eating giant corpses whole for strength and
waiting out the satiation outside of the quest portal.
- Remove squeeze gap in Caveman quest home level.
- Redesign Ranger quest home level with a more organic layout and wider
corridors (from dNetHack, originally by Khor).
- Redesign Ranger quest goal level with water, trees and an altar
(dNetHack).
* Changes to standard rooms-and-corridors level generation:
- Grid room level style (from K-Mod).
- Raise chance of special rooms-and-corridors level style from 10% to 20%.
* Changes to Medusa's Island:
- Give the shortsighted flag to new Medusa's Island levels from UnNetHack,
to reduce swarming from ravens/snakes turning those levels into glorified
Big Rooms with more water.
- The shield of reflection in the statue of Perseus now has the same chance
of being blessed or cursed as any other item, instead of being cursed or
uncursed with the probability based on the map encountered.
* Changes to Gehennom:
- Mazes completely removed from Gehennom! Both fill levels and filler
around special levels consist of lava caverns.
- Add demon lairs for Geryon, Dispater, and Yeenoghu (from GruntHack).
* Changes to the Town branch:
- Nymph level is now guaranteed and appears between the Town surface and
filler levels.
- Nymph level no longer contains traps (squeaky board or otherwise).
- 90% of spawns on the Nymph level are nymphs and leprechauns.
- Town surface level has larger shops.
* Changes to Vlad's Tower:
- New entrance level to Vlad's Tower with trees, water, vampires, zombies,
ravens and a drawbridge entrance leading to the traditional tower levels
(from dNetHack).
* Changes to the End Game:
- Moving on the Plane of Air is generally much easier, as it now only stops
movement when failing a d20 roll against your dexterity (was previously
75% of the time for all characters).
* Sokoban prizes moved to Mines End; the end of Sokoban now has a guaranteed
sack containing 8 rings and wands (the ring and wand on each level has been
removed as a result). This makes Sokoban much more optional in DynaHack than
it is in NetHack.
* Remove lava from one of the versions of the Castle level.
* Levels between Medusa's Island and the Castle are now water caverns instead of
lava caverns, and have less evil monsters.
* Allow magic mapping of the Valley of the Dead and the last Dragon Caves level.
* Iron bars can be dissolved by acid (from UnNetHack).
* Destroying iron bars in Sokoban counts against its shortcut conduct.
* Drawbridge instant death removed: drawbridges can only be destroyed by force
bolts when closed, not open.
* Prevent magic traps from being created above dungeon level 5.
* Reduce initial scuffing of randomly-placed engravings to increase the chance
that they can be read when they're first encountered.
* Fix the cosmetic issue of horizontally-flipped levels appearing slightly
misaligned in the map area.
* Fix waking monsters level-wide when entering courts, swamps, morgues, zoos and
nymph gardens for the first time without stealth; only monsters in the room
being entered have a chance to to be woken.
* Fix tracking of upward branches with `#history`, and make a note when entering
any new level and not just deeper ones (from NetHack4).
Wishing
-------
* Wands of wishing are generated with at least one charge (1-3 instead of 0-2,
from UnNetHack 5).
* Players can wish for up to (and including) 100 projectiles (from
UnNetHackPlus via UnNetHack).
* New alternate spellings recognized by the wish parser:
- "wolfsbane" (sprig of wolfsbane)
- "scroll of teleport" (scroll of teleportation)
Items
-----
* New item: silver short sword (SLASH'EM), d6 damage (d8 vs. large), weight 36.
* Potion color alchemy improved in favor of players, making it more of an
alternative to NetHack's alchemy instead of a nerf:
- All color-based random potion descriptions are now guaranteed to map to an
in-game potion. Previously, with 25 random potions and 37 descriptions
for them, some colors would fall into the gap, making it impossible to use
them in alchemy and cutting out useful mixtures.
- Potions of full healing, gain level and gain ability are guaranteed to map
to secondary colors (i.e. puce, magenta, orange, amber, emerald, dark
green) or the browns (i.e. ochre, brown), so they will always be the
outcome of some alchemy combinations.
* More formal identification for items under certain circumstances:
- Formal ID tin whistles and magic whistles when used.
- Formal ID magic flutes and magic harps when used.
- Formal ID enchant armor scrolls when they turn dragon scales into dragon
scale mail.
- Formal ID rings of stealth and elven cloaks when wearing or taking them
off gives or takes away stealth, to make them consistent with elven boots.
* Changes to the Amulet of Yendor:
- Amulet of Yendor need only be carried to give hints about nearby magic
portals, instead of having to wield or wear it (from SporkHack).
- Amulet of Yendor has a much higher chance of giving hints about nearby
magic portals, and may map/detect them if carried in inventory.
- Amulet of Yendor no longer teleports when dropped.
* Guarantee a wand of cancellation in the Castle chest that can be used for
blanking scrolls and potions.
* The shield of reflection now weighs 50 (was 75) due to the introduction of the
new shield skill.
* Wielding or unwielding a weapon of stealth identifies the stealth property on
that weapon and gives identifying messages similar to wearing other items that
grant stealth.
* Hitting a monster with a weapon of stealth identifies the stealth property on
that weapon.
* Improve stacking of random candles by removing random chance of them being
blessed or cursed (from AceHack). Between wax and tallow candles, and
blessed, uncursed and cursed status, an inventory could be filled with 6
different candle stacks, even with DynaHack's improved item stacking!
* Grant +1 to-hit for all short swords (from K-Mod).
* Allow knife and stiletto as possible tin-opening tools (from K-Mod).
* Items that spawn with a magical property have a much higher chance to spawn
with additional properties.
* The "magical" prefix on items is only omitted once all properties on it have
been identified instead of once any of them have been, making it easier to
discover items that have more than one property.
* Show which hand a ring of levitation was on when a sink forcefully removes it.
* Rings with enchantment +3 or lower no longer have a chance to explode when
charged, and rings at -5 or lower will only explode from cursed charging (from
SporkHack).
- Remove ring destruction from shock damage.
* Quest artifacts that are spawned at the final level of the Quest will be
generated fixed/erodeproofed.
* Having free action reduces paralysis from using a crystal ball from 1-10
turns down to 1-2.
* Land mines and beartraps weigh less (200/100 respectively, previously
300/200; from UnNetHackPlus via UnNetHack).
* Changes to shuriken:
- Shuriken no longer break when thrown at monsters.
- Shuriken now weigh 3 (previously 1) and cost 10 zorkmids (previously 5).
* Crossbow bolts only break half as often as other projectiles when fired at
and hitting monsters.
* Fire, cold and shock immunity prevent item destruction.
- Wearing a cloak of protection prevents 80% of all item destruction.
* Fix prefixes like "magical" and "prize" not appearing on rings, wands,
spellbooks and iron balls under certain circumstances.
* Fix C343-146: "Unseen wand of striking becomes known if zapped by unseen
monster and it hits a door."
* Fix wielding of a cockatrice corpse bare-handed while wearing chromatic dragon
scales or scale mail not triggering petrification.
* Fix leaking of descriptions of prizes selected from level memory with far-look
after the prize itself has vanished.
* Fix contents of containers created on special levels not being included in the
initial container weight.
* Fix completely eroded armor being destroyed by further erosion when greased or
erodeproofed.
* Fix crash when item is unequipped or lost while being equipped (from
NetHack4).
- Fix ring worn message being shown after it is forcefully removed by a sink
when wearing a ring of levitation over a sink.
Monsters
--------
* Instant petrification completely replaced with delayed petrification: you will
always have a few turns to save yourself from instant death.
* Drowning attacks give two turns for players to react before instant death (was
one turn); a monster "pulls you towards the water" before it drowns you.
* Zombie corpses may revive (lower chance if playing a priest).
* All eels in water can now be seen from afar, like other monsters.
* Metallivores and disintegrators can eat through iron bars (from UnNetHack).
* Allow Demogorgon to be bribed.
* Tone back demon bribery amounts inherited from UnNetHack: demons now only ask
for 1000 to 2000 gold.
- Giving within 80% of the money demanded for a demon bribe succeeds between
25% to 75% of the time depending on how close your offer is to the
demanded amount.
* Tone back 1-to-1 initial monster population difficulty inherited from
NetHack4: it is now only like that for the first 10 levels, then 1-to-2 for
the remainder. This gives a progression similar to that of NetHack.
* Tone back on the effect of a monster's level on its raw spell damage;
otherwise Asmodeus cold spell-casting attack could do over twice the damage of
Master Kaen without cold resistance, which is too much even for overprepared
characters.
* Gnomes that spawn with candles will only get a single candle instead of a
whole stack of candles.
* Pets never displace the player from the stairs when entering a level.
* Ninja have a 50% chance to spawn with some shuriken.
* Remove distintegrators.
* Nymphs always generate asleep (was 80%).
* Fix monsters getting your racial armor bonuses instead of theirs.
Interface
---------
* More messages for things that used to happen silently:
- Show message when teleported without teleport control.
- Show message when searching finds secret doors or corridors.
- Show messages for and reveal BUC of items that are randomly cursed by e.g.
the Wizard of Yendor or sitting on a throne with bad luck.
- Show a message of the identity of whistles and instruments when they are
discovered on use.
- Show message when pets or other monsters grow up (from SLASH'EM Extended).
- Attacking with a weapon of stealth, as well as with a knife while
stealthy, gives a message that you "silently hit" or "silently kill"
monsters, hinting at options for fighting without awakening nearby
monsters. These messages are new, but the mechanic itself is not.
* Make wearing and taking off messages more descriptive, e.g. "You finish taking
off a +0 leather armor" instead of "You finish taking off your suit."
* Curses on armor, jewelry and eyewear are now revealed when they are worn
instead of when trying to take them off.
* Skill training progress is now visible in the `#enhance` menu, e.g. "long
sword [basic] 20%" means the long sword skill is 20% of the way to advancing
to skilled.
- Mark skills that have reached their maximum as "MAX", and show it as soon
as the level is reached.
- Suppress "0%" in `#enhance` menu for untrained skills.
- Show skill caps in `#enhance` menu, e.g. "long sword [basic / expert]".
- Show skill slot cost to enhance skills when choosing a skill from the
`#enhance` menu, e.g. "Enhance knife to Basic for 1 slot (2 slots left)?
[yn] (n)"
* Show your character's race, role, gender and alignment when asked to enter a
name for that character (based on the same change in NetHack4).
* Highlight lit light sources in item listings, e.g. inventory sidebar.
* Adjust `safe_water` and `safe_lava` behavior: they only warn of walking into
such hazards in your INPUTTED direction, but won't stop you if stunning or
confusion causes you to stumble sideways into them.
* Show the tombstone on death even if skipping disclosure information.
- Extend the tombstone by a line for longer death causes, e.g. "petrified by
kicking a chickatrice corpse".
* Allow aborting of position prompts for jumping, polearm pounding, grappling
hooks, scrolls of stinking cloud (still consumes the scroll), paying with
multiple shopkeepers in sight and spells of fireball and cone of cold.
* Dungeon `#overview` can toggle showing levels with no notable features.
- Dungeon `#overview` no longer exits after viewing a single level.
* Make extended command prompt case insensitive, like NetHack's (from NetHack4).
* Change default corridor character back to `#` in Unicode graphics mode.
* Show warning level 0 for very weak monsters when the player has a source of
warning (previously these monsters were not shown at all).
* Pressing escape at "--More--" now shows the last messages in the message area
instead of simply cutting them off.
* Improve numpad key recognition for default PuTTY configuration where
application keypad mode is enabled by default.
* Fix the color of the Wizard's Tower walls when viewed from another level using
the `Ctrl-O` dungeon overview.
* Fix "T - take off" not appearing in the item action menu of meat rings.
* Fix coordinates reported when getting a position from the player.
* Fix Rogue level graphics leaking onto other levels when Unicode graphics
option is set but Unicode support is not detected.
* Fix ugly borders in PuTTY by replacing ncurses box drawing characters with
Unicode box drawing characters.
Configuration
-------------
* New `repeat_prefix` in the `keymap` option: Custom key to begin entering
repeat prefixes for commands, e.g. set to "n" so "n20s" searches for 20 turns.
* New `repeat_num_auto` option: toggle whether or not pressing a number key
automatically begins entering repeat prefixes; people who have a habit of
using the top-row number keys for diagonal movement can toggle this option off
and map those keys to the movement commands under the `keymap` option.
* New `msg_per_line` option: Shows each message on a new line in the message
area when enabled; can improve readability of messages when the message area
is large.
* "* pulls you towards the water!" mapped to MORE action under `msgtype` submenu
option for the message given in the new extra turn before monster drowning
attacks.
* Frames and borders now respect the 'graphics' option, using Unicode box
drawing characters in Unicode mode, and ASCII replacements in plain mode.
Miscellaneous
-------------
* Scramble some words in messages on April Fools Day (from NAO).
* Fix end-of-game scores for non-ascending games being doubled like ascending
ones.
Technical
---------
* xlogfile patch (via NetHack 4).
* Allow certain directories to be customized on game launch:
- `-H <dir>` to set the data dir (e.g. nhdat, license)
- `-V <dir>` to set the var data "playground" dir (e.g. xlogfile, bones)
- `-U <dir>` to set the user dir (e.g. player saves and config files)
* Set file permissions on *nix-like operating systems (e.g. Linux and OS X) to
644 for player config files, preserved save log files, dumplogs, `logfile`,
`xlogfile` and `record`.
* Rename launch script for *nix-like operating systems (e.g. Linux and OS X)
from `dynahack` to `dynahack.sh` to prevent it from overwriting the actual
game or confusing and being ignored by the installation system in case the
build system is accidentally set with identical `SHELLDIR` and `BINDIR` paths.
* Replace `LD_LIBRARY_PATH` in `dynahack.sh` *nix-like launch script with an
rpath configured on the `dynahack` binary.
* Allow `INSTALL_BASE` to be passed to the initial cmake invocation to quickly
set `BINDIR`, `LIBDIR`, `DATADIR` and `SHELLDIR` to sensible default paths
under it.
* Clean up timer debugging code a bit.
* Limit name of character to `PL_NSIZ` bytes.
* Clear and redraw the screen every 100 turns to stop dgamelaunch from
replaying the entire session when trying to spectate a game.
* Improvements to static builds (i.e. build configured with `ALL_STATIC`
enabled):
- `-fPIC` no longer included with static builds.
- `libnitrohack.a` no longer installed with static builds, since it's
already rolled into the game binary.
* Treat improperly-truncated save files like crashed ones, instead of trying
and failing to load/restore them.
* Verify integrity of timers and light sources attached to monsters and objects
to prevent unloadable save files.
- Fix timers being transferred into timer chains out-of-order (NetHack 4).
* Fix warning when leaving bones while wielding an attached heavy iron ball.
* Fix infinite loop when placing a branch entrance on joined cavern levels.
* Allow SPILL lev_comp command to accept 0 as a size for e.g. breaking holes in
cavern walls.
* Fix some replay desyncs due to uninitialized data.
* Prevent random chance to same-race polymorph in wizard mode.
* lev_comp: New `prize` flag for `OBJECT` statements, denoting objects that
should be considered a prize of that level; prizes are ignored by monsters,
don't fall down holes, are ignored by autopickup, and picking up a prize
causes other prizes on that level to vanish.
* Fix crash in encumbrance display due to weight underflow e.g. when wishing
for 12 million (12 with six zeros) loadstones in wizard mode.
* Fix "bad fruit" warnings when slime mold is in inventory while inventory
sidebar is updated while saving bones.
* Fix handling of end-of-line comments in `DynaHack.conf` and `curses.conf`.
* Prevent some potential unbounded reads by placing limits on "%s" format
specifiers in `scanf()` family functions used while reading save file
headers.
* Prevent infinite looping for disconnected player input by aborting, in case
the hangup signal handler doesn't abort for some reason.
* Force cursor to be visible after quitting the game.
* Convert inversed 10-minus-AC D&D-style armor values with just the armor's
regular AC value in `src/objects.c`.
DynaHack 0.5.5 (2014-01-16, 78d772a)
====================================
DynaHack 0.5.5 was a bugfix release for a potential crash with items contained
in statues interacting with the timer-related fixes in the previous releases.
Technical
---------
* Prevent a crash when the timer-related fixes of the past couple of releases
touched items contained in statues due to the latter's failure to correctly
set their level.
DynaHack 0.5.4 (2014-01-06, 34706ac)
====================================
DynaHack 0.5.4 was a hotfix release for a timer-related issue.
Technical
---------
* Fix lights and timers failing to follow the items they were attached to when
the items were moved between levels, causing affected games to fail to load.
DynaHack 0.5.3 (2013-12-24, 32216b3)
====================================
DynaHack 0.5.3 was a bugfix release that fixed a panic when loading a game with
timed items in the Advent Calendar as well as a few other bugs, and adds the
new `darkmsg` option to control whether past messages are darkened.
Character
---------
* Fix warning when trying to take off merged dragon skin.
Dungeon
-------
* Prevent the Advent Calendar exit portal from being created in one of its
closets (from UnNetHack).
Items
-----
* Various `#tip` fixes from the same feature in UnNetHack:
- Tipping a trapped container triggers the trap.
- Fix tipping of a zero-charge bag of tricks being used as a normal bag.
- Prevent autopickup from picking up tipped items.
- Observe cat when tipping boxes dropped by quantum mechanics.
Configuration
-------------
* `darkmsg` option: toggle whether or not older messages are colored dark blue
in the message box.
Miscellaneous
-------------
* Fix blank lines being eaten when viewing license and version history in-game.
Technical
---------
* Fix billing of items in nested containers and crediting of contained gold in
the deep recesses of the shop code that could lead those things suddenly and
silently becoming shopkeeper property, even if they didn't typically sell
them!
* Fix utilities updating but failing to rebuild the data files that depended on
them; stale data files like the ones packaged with DynaHack 0.5.0 should be a
thing of the past.
* Fix crash when positioning a revived monster on entering a level.
* Fix panic due to timers failing to find the Advent Calendar level during
loading (the last level of the ledger in general), preventing affected games
from being loaded.
DynaHack 0.5.2 (2013-10-07, 5f067e7)
====================================
DynaHack 0.5.2 was a hotfix release that greatly increased save file integrity
and ability to recover save files by fixing cases of incomplete data being
logged that were overlooked by NitroHack and NetHack4.
Saves
-----
* Fix systemic oversight in save code ported from NetHack4 that failed to
ensure that diffs of the binary save section were being fully written to the
log, leading to save corruption.
* Fix `autopickup_rules` and `msgtype` failing to ensure that changes to them
were being fully written to the log, leading to save corruption.
DynaHack 0.5.1 (2013-09-28, a1289c3)
====================================
DynaHack 0.5.1 was a hotfix release to fix a packaging mistake with the Windows
release that caused special levels to fail to load.
Configuration
-------------
* Disable `darkroom` by default when `darkgray` is also off by default, since it
led to ugly dark blue for almost everything not in direct line-of-sight.
Technical
---------
* Fix a major packaging mistake with the pre-compiled Windows build where
certain special level data files had a version number incompatible with the
shipped game executable and thus refusing to load them and show a generic
full-level maze instead.
DynaHack 0.5.0 (2013-09-18, 65751e0)
====================================
DynaHack 0.5.0 is the first public release of DynaHack. It was originally
intended to be a port of UnNetHack using NitroHack instead of NetHack 3.4.3 as
a base (in fact it was originally named "UnNitroHack", though no version with
that name was ever officially released), but has since taken on a life of its
own with interface and reliability improvements from NetHack4, highlights from
other NetHack variants such as random magical equipment from GruntHack and
monster spoiler info from UnNetHackPlus, plus many of its own changes.
UnNetHack itself is a NetHack variant that features more randomness, challenges,
levels and fun, rolling in many community patches, selected changes from other
NetHack forks like SporkHack and SLASH'EM, and many original changes.
The majority of changes listed below come from UnNetHack. The remainder are
sourced according to the following legend:
* [NEW] = changes originally made for DynaHack specifically
* [NH4] = changes ported from NetHack4
* [Gr] = changes ported from GruntHack
* [UnP] = changes ported from UnNetHackPlus
* [KMd] = changes ported from K-Mod
Highlights
----------
* New vampire starting race.
* New convict starting role.
* Over 80 new layouts for special levels.
* Gehennom now has caves, lava and more special levels mixed with its mazes.
* Changes to Sokoban:
- Choice of Sokoban prize: bag (holding), cloak (magic resistance or
displacement) or amulet (reflection, life saving or ESP).
- Sokoban is one level shorter, i.e. 3 levels instead of 4.
- Sokoban luck penalty removed, cheating is tracked as a conduct instead.
* New branches: Advent Calendar, Town, Black Market, Dragon Caves.
* New random rooms: nymph gardens, dilapidated armories, pool rooms.
* New shops: tin shops, instrument shops, pet stores.
* New terrain types: dead trees, muddy swamps.
* New items: chromatic dragon scales, chromatic dragon scale mail, gold dragon
scales, gold dragon scale mail, iron safes, Thiefbane, rings of gain
intelligence/wisdom/dexterity, tinfoil hats, potions of blood/vampire blood,
Luck Blade, The Iron Ball of Liberation.
* New monsters: One-eyed Sam, chromatic dragon, Tiamat, gold dragon, snow ant,
vorpal jabberwock, disintegrator, Aphrodite, Cthulhu, giant turtle, wax golem,
enormous rat, rodent of unusual size, miner, prison guard, lava demon, inmate,
Robert the Lifer, Warden Arriana, locust.
* [NEW] New mechanics:
- [NEW] Heavyshot: Certain thrown/fired weapons get a 1dX multiplier to
damage instead of multishot.
- [NEW] Skill cross-training: high level skills accelerate the training of
related lesser skills.
* [Gr] Random magical properties for weapons, armors and jewelry: fire, frost,
thirsty (draining), reflection, telepathy, searching, warning, stealth,
fumbling, hunger, aggravation, vorpal (blades only), detonation, speed,
oilskin, power, dexterity, brilliance, displacement, clairvoyance.
* [Gr] Add `#tip` command to empty container contents onto the floor, allowing
e.g. reaching holy water in a bag when hands are stuck to a cursed two-handed
weapon.
* Randomized dragon appearances.
* Wishes made less common/numerous, and wishes not from a wand cannot grant
magical items.
* Weak unique monsters made tougher: Vlad the Impaler, Juiblex.
* Changes to Elbereth:
- Monsters that now ignore Elbereth: Vlad the Impaler, quest nemesis, all
unique demons.
- Minotaurs now get scared away by Elbereth.
* Scrolls of gold detection can no longer be used to detect magic portals.
* Scrolls of genocide made weaker.
* Bags of holding scatter their contents instead of destroying them when they
blow up.
* Mysterious Force replaced with no-teleport.
* Fighting wakes up nearby monsters.
* Limit pudding farming: puddings split by max HP instead of current HP and
never leave death drops.
* Improvements to weaker artifacts: Banes, Heart of Ahriman.
* Artifact naming bug fixed.
* Color alchemy: potions mix by description color instead of base potion type.
* Poison instadeath replaced with max HP damage.
* [NEW] Colored walls and floors: Use more colors for special levels, terrain
and dungeon features; toggle with `mapcolors` option.
* [NH4] Known intrinsic tracking: reached by pressing `Ctrl-X`.
* [UnP] Detailed monster info: select monsters or enter their name with `/` to
view speed, base AC, resistances, attacks and more.
* [NH4] Autoexplore: bound to `v` by default.
* `msgtype` option: force "--More--" for or hide messages based on patterns.
* [NEW] Show total weight and available slots of inventory.
* [NEW] Borders change color when low on HP: <75% yellow, <50% orange, <25% red.
* [NEW] Show number of turns used after multi-turn actions, e.g. "You finish
your dressing maneuver. [6 turns]" (toggle with `delay_msg` option).
* [NEW] Pressing `??` shows quick command key reference, reorganized to show
commands by topic instead of alphabetically.
* [NEW] Show "(very) rotten" on corpses old enough to give food poisoning.
* [NH4] Neater, more informative AceHack-style status area.
- Show dungeon name in the status area.
- [NEW] Show player race in the 3-line status area.
Character
---------
* New vampire starting race:
- Can start as barbarians, convicts, rogues and wizards.
- Can only feed by biting enemies in combat or drinking potions of blood or
vampire blood.
- Always flies, starts with -5 alignment and -1 luck.
- Vampires stop themselves from biting monsters that are dangerous on
contact, e.g. petrify, slime, disintegrate, Riders.
* New convict starting role:
- Can be played as humans, orcs and vampires.
- Starts with a cursed striped shirt, some rocks, a pet rat and chained to a
heavy iron ball that they can wield which uses the flail skill.
- Enters the dungeon on the verge of hunger, but lasts twice as long at
hungry and below.
- Fights Warden Arriana for The Iron Ball of Liberation.
* Exotic pets:
- Rogues may start with a pet monkey.
- Rangers and cavement may start with a pet wolf or winter wolf cub.
- Tourists may start with a pet baby crocodile.
* Cap to-hit accuracy to 75% for weapons at unskilled or non-weapon items.
- [NEW] Remove luck attribute from to-hit calculations since it was skewing
them way too much. Monk to-hit penalty when wearing body armor has been
reduced to -10 (from -20) to compensate.
* Items thrown at restricted/unskilled have a higher chance to slip.
* Fighting wakes up nearby monsters, with noise reduced by having stealth
and/or using light weapons.
* Increased 'hits' needed to advance skill levels:
- basic = 100 (was 20)
- skilled = 200 (was 80)
- expert = 400 (was 180)
- master = 800 (was 320)
- grand master = 1600 (was 500)
* [NEW] New mechanics:
- [NEW] Heavyshot: Crossbows, spears, javelins, shuriken and boomerangs get
a 1dX multiplier to damage instead of multishot.
- [NEW] Elves, dwarves and orcs get +1 heavyshot for throwing spears of
their matching race.
- [NEW] Javelins get +1 heavyshot for basic skill and above, so the
bonus is 1/2/3/4 (versus 1/1/2/3) for unskilled/basic/skilled/expert.
- [NEW] Skill cross-training: high level skills accelerate the training of
related lesser skills.
- Short Blades: dagger, knife, short sword
- Chopping Blades: axe, pick-axe, broadsword
- Swords: short sword, broadsword, long sword, two-handed sword,
scimitar, saber
- Bludgeons: club, mace, morning star, flail, hammer, quarterstaff
- Flails: morning star, flail, whip
- Polearms: quarterstaff, polearm, spear, javelin, trident, lance,
unicorn horn
- Launchers: bow, sling, crossbow
- Thrown: javelin, sling, dart, shuriken, boomerang
* Around 1-in-5 items may be randomly removed when bones are left.
* Allow quest to be entered at experience level 10 (was 14).
* Extended Conducts: Birth options can be set to declare conducts and set up
characters for them appropriately: ascet, athiest, illiterate, pacifist,
nudist, thievery, vegan, vegetarian, zen.
* Track number of times Elbereth is used as a conduct.
* Track number of bones levels encoutered and show it with conducts.
* Track only wearing racial armor as a conduct.
* The chance of instant death when taking poison damage without resistance is
replaced with damage to max HP.
* DYWYPISI patch: Show unknown properties of items between square brackets when
identifying inventory on death.
* Show more info about the character on death.
* [NEW] Stacks of daggers in initial inventory start quivered.
* Put "!" next to spells that are about to be forgotten.
* 25 strength grants +7 bonus to damage (was +6).
- Double damage bonus/penalty for two-handed weapons.
* Grant 1 extra AC for every piece of armor matching your race.
* Killing your quest leader unlocks the stairs to your role's quest, in case
they are angered and won't allow you in otherwise.
* Reduce instances of amnesia:
- Scroll of amnesia replaced with scroll of flood.
- Mind flayers no longer cause amnesia.
- Only Cthulhu can still inflict amnesia.
* [NH4] Swapping weapons with `x` is instant instead of taking a turn.
* [NH4] Allow the quest to be entered before turn 2000; mostly of interest to
speedrunners.
Dungeon
-------
* Heck^2 patch: Mixes caves and special levels with Gehennom's mazes.
- Gehennom filler levels may sometimes be lava caves.
- Give hints when walking near the Vibrating Square.
- Allow digging beams to dig more than one wall in Gehennom, like in the
rest of the dungeon.
* New branches:
- Advent Calendar, appears early in the dungeon in the days of December
leading up to Christmas, with closets with small prizes that unlock for
each day.
- Town, an upward branch whose entrance is just below Sokoban's, and whose
end has many random shops.
- Black Market, a huge megastore reached from a hidden portal near the
depth of Medusa's Island, owned by One-eyed Sam who wields Thiefbane.
- Dragon Caves, found deep in Gehennom, consists of open caves with trees,
water, swamps and home to many dragons.
* Changes to Sokoban:
- Choice of Sokoban prize: bag (holding), cloak (magic resistance or
displacement) or amulet (reflection, life saving or ESP). Picking up one
will cause the others to vanish.
- Sokoban prize have their base item type obscured until picked up to
prevent identification meta-gaming.
- Sokoban is now only 3 levels (was 4).
- Sokoban luck penalty removed, cheating is tracked as a conduct instead.
* New Nymph Level, with many nymphs, trees, fountains, squeaky board traps and
unique nymph Aphrodite.
* New level layouts for existing special levels:
- 6 new layouts for Big Room.
- 2 new layouts for the Castle.
- 2 new layouts for Medusa's Island.
- 27 new layouts for Sokoban.
- 2 new layouts for Fort Ludios.
- New layout for Minetown: Orcish Town, walled off by iron bars, the
inhabitants killed and has many orcs.
- New layouts for the Valley of the Dead and the lairs of Asmodeus,
Baalzebub and Orcus.
- Moloch's Sanctum now has lava, iron bars and drawbridges.
* New random rooms:
- nymph gardens with trees and fountains
- dilapidated armories with puddings, `R` class monsters and damaged
weapons and armors
- pool rooms ringed with lava or water
* New shops:
- tin shops with tins and sometimes an ice box with corpses
- instrument shops
- pet stores with figurines, whistles, tripe, leashes and saddles.
* New terrain types:
- dead trees
- muddy swamps
* Randomized order for Elemental Planes instead of being fixed to Earth, Air,
Fire and Water.
* Sokoban prize randomized: either final level layout can provide an amulet of
reflection or bag of holding.
* Special levels may appear flipped horizontally or vertically.
- [NEW] Exclude Sokoban from level flipping.
* Drawbridge closing fails 1 in 5 times.
- Huge monsters prevent the drawbridge from closing.
* Dungeon growths:
- Trees may grow near other trees over time.
- Trees randomly drop fruits and eucalyptus leaves.
- Herbs on the ground and kelp fronds in water may grow over time.
* New effects when dropping rings of teleportation, polymorph, polymorph
control and warning down sinks.
* Level teleporting beyond the end of a dungeon branch performs a random level
teleport instead of teleporting to the lowest possible level from your
current position. The main dungeon is an exception: teleporting too deep
will place you in the Valley of the Dead.
* Doors no longer resist being opened.
* Standard levels may have iron bars.
* Describe how far players fall down holes and trapdoors instead of giving no
message.
* [NEW] Occasionally connect rooms in standard levels with corridors in star or
loop formations.
* [NEW] Occasionally generate split rooms in standard levels.
* Entering a co-aligned temple on the Astral Plane will no longer cause monsters
to flee.
* [NEW] Medusa's Island is guaranteed to have a shield of reflection in the
statue of Perseus.
* [NEW] Prevent potential throne farming by making `#loot` on a throne while
confused take time and have a chance to make the throne vanish.
* Give portal to Fort Ludios a much higher chance to appear in the dungeon.
Wishing
-------
* Only wands of wishing can grant wishes for magical items. Other sources
(thrones, fountains, magic lamps) can only provide non-magical items.
* Random wish effect when sitting on thrones replaced with restoration of lost
attributes.
* Wands of wishing are created with less charges; they come recharged once, and
have 0 to 2 charges instead of 1 to 3.
* Due to randomized dragons, wishes for specific dragon armors only work when
they have already been formally identified. Wishes for dragon armor by their
randomized names are still granted as usual.
* Prevent wishes from accidentally being cancelled when pressing escape.
* Allow magic lamps to be wished for and come from polymorphed tools.
* [UnP] Wishing no longer sets prayer timeout.
Artifacts
---------
* New artifact: Thiefbane, two-handed sword, 10% chance to behead `@` class
monsters, held by One-eyed Sam, cannot be wished for, reverts to a regular
weapon when dropped in bones.
* Improvements to Bane artifacts:
- Bane artifacts now have a 1-in-6 chance to cancel their target monster.
- Bane artifacts now warn of their target monster.
- Wielding Demonbane prevents demons from summoning other demons.
- Wielding Trollsbane grants hungerless regeneration.
- Wielding Giantslayer grants 18/** strength.
* The Heart of Ahriman now grants displacement and faster power regeneration
instead of stealth.
* Vorpal Blade does +1d8 damage vs. all monsters (was +1).
* Fix the artifact naming bug, where trying to give mundane items the names of
artifacts could trivially reveal the otherwise randomized base item type.
* Prevent Magicbane from cancelling monster inventories.
* [NEW] The Wizard of Yendor can no longer steal your quest artifact; only your
quest nemesis can steal it now.
- [NEW] Carrying your role's quest artifact grants magic resistance.
Items
-----
* New items:
- Chromatic dragon scales and chromatic dragon scale mail, grants
reflection, resists fire, cold, sleep, disintegration, poison, acid and
petrification.
- Gold dragon scales and gold dragon scale mail, provide permanent light
when worn.
- Iron safes that can be unlocked with stethoscopes.
- Rings of gain intelligence, wisdom and dexterity.
- Tinfoil hats that block spellcasting, telepathy, clairvoyance, psychic
blasts and the psi bolt monster spell.
- Potion of blood, provides a bit of nutrition for vampires.
- Potion of vampire blood, provides nutrition and heals vampires,
polymorphs player into a vampire/vampire lord/vampire bat permanently
while angering lawful gods.
- Striped shirt, causes shopkeepers to deny entry to shops if they see it
worn, even if you return without it or cover it.
- Luck Blade, artifact, intelligent chaotic broadsword with +d5 to-hit and
+d6 to damage versus all monsters, guaranteed first sacrifice gift for
convicts.
- The Iron Ball of Liberation, convict quest artifact, intelligent neutral
300wt heavy iron ball, grants magic resistance, displacement and automatic
searching when carried, grants intrinsic phasing when invoked, chains
itself to you when touched or invoked.
* [Gr] Random magical properties for weapons, armors and jewelry: fire, frost,
thirsty (draining), reflection, telepathy, searching, warning, steatlh,
fumbling, hunger, aggravation, vorpal (blades only), detonation, speed,
oilskin, power, dexterity, brilliance, displacement, clairvoyance.
* [Gr] Add `#tip` command to empty container contents onto the floor, allowing
e.g. reaching holy water in a bag when hands are stuck to a cursed two-handed
weapon.
* Changes to the Amulet of Yendor:
- Amulet of Yendor may teleport if dropped.
- Astral escape: Alternate endings if the Amulet of Yendor is invoked on a
high altar on the Astral Plane.
- Mysterious Force removed, holding the Amulet of Yendor instead prevents
teleportation.
- Unique monsters no longer fight each other for the Amulet of Yendor.
* Changes to weapons:
- [NEW] Polearms and lances can be used in melee even when unmounted.
- [NEW] Allow spellcasting when hands are stuck to a cursed quarterstaff.
- [NEW] Weapon enchantment has a small chance to be revealed on each hit,
based on skill and doubled if it is of your race.
* Changes to armor:
- Dragon scales now only give 1 AC (was 3), dragon scale mail only give 5 AC
(was 9).
- Dragon scale mail reverts to dragon scales when cancelled.
- Armor-damaging effects will destroy completely eroded armor.
- Shields of reflection made 50% heavier and non-magical for wishing
purposes.
* Changes to amulets:
- Cursed amulets of life saving may fail 1-in-4 times.
- Amulet of unchanging can no longer be polymorphed.
* Changes to rings:
- Auto-ID rings of regeneration when put on at less than max HP.
- Auto-ID rings dropped down sinks when they give a unique message.
* Changes to tools:
- Magic markers are created with 20-79 charges (was 30-99).
- Improve crystal balls:
- Blessed crystal balls are easier to use, checking d13 vs. intelligence
rather than d20.
- [NEW] Using a blessed crystal ball or having 18 intelligence prevents
it from exploding.
- Unicorn horns no longer restore lost attributes.
- Bags of tricks have many more random effects and may be used like sacks
once they run out of charges.
- Candles are more abundant:
- Add guaranteed candles to the Big Room.
- Add abandoned lighting shops to Orcus-town.
- Gnomes may be created with candles.
- Wax golems drop candles on death.
- Bags of holding scatter their contents instead of destroying them when
they blow up.
- Stethoscopes can be used to identify eggs on the ground.
- [NH4] Light source fuel is revealed if the item is identified or gives a
fuel-consuming message.
- [NH4] Mark cursed light sources as cursed when they fail to light.
- [NH4] Weight of Candelabrum of Invocation includes its attached candles.
* Changes to scrolls:
- Scrolls of gold detection detects a random item class instead of traps
when read while confused.
- Scrolls of genocide made weaker:
- Blessed scrolls of genocide work on a single monster (like old
uncursed scrolls).
- Uncursed scrolls of genocide only kill all of a single monster on the
current level.
- [NEW] Fix new genocide behavior when used against shape changers.
- Replace scroll of amnesia with scroll of flood that creates pools of
water around you when read.
- Boulders dropped by a scroll of earth hit engulfing monster when read
while engulfed.