--- /dev/null
+ NetHack Fixes List Revision 2.3e
+
+ New Files:
+
+Fixes.2.3 This file.
+
+Makefile.3B2 A new Makefile for the ATT 3B2.
+
+Spoilers.mm As above - pre nroff -mm
+
+food.tbl Tables for above manual
+fount.tbl
+monster.tbl
+weapon.tbl
+
+nansi.doc Documentation for nansi.sys.
+
+hh Fixed improper def of "X" for casting spells.
+
+fight.c Dogname fix for "you hit your dog" line. (Janet Walz)
+
+pri.c Patch for "SCORE_ON_BOTL". (Gary Erickson)
+config.h
+
+pray.c Null refrence bug fix for Suns. (The Unknown Hacker)
+
+termcap.c null pointer bug fix. (Michael Grenier)
+
+mon.c chameleon shape made dependent on current lev. (RPH)
+spell.c
+monmove.c
+
+rnd.c fixed SYSV/BSD problems with random(). (many sources)
+config.h
+
+shk.c fix to allow compilation with or without HARD option.
+ (reported by The Unknown Hacker)
+
+termcap.c ospeed fix for SYSV. (reported by Eric Rapin)
+
+unixunix.c fix for NFS sharing of playground. (Paul Meyer)
+
+options.c many misc. bugs while compiling for the PC. (Tom Almy)
+pcmain.c
+pctty.c
+hack.h
+nethack.cnf
+pager.c
+fight.c
+
+mkroom.h Addition of reorganized special-room code.
+mkshop.c (Eric S. Raymond)
+mklev.c
+rnd.c
+
+trap.c Fixed teleport to hell problems caused by rnz().
+ (reported by Janet Walz)
+
+termcap.c Various fixes to MSDOSCOLOR code. (Tom Almy)
+end.c
+
+hack.c Fixed typos. (Steve Creps)
+msdos.c
+pcmain.c
+
+config.h Enabled the use of termcap file c:\etc\termcap or
+termcap.c .\termcap.cnf for MS Dos (Steve Creps)
+
+eat.c Continued implementation of Soldier code.
+makedefs.c Added Barracks code. (Steve Creps)
+makemon.c
+mklev.c
+mkroom.h
+objects.h
+mkshop.c
+mon.c
+monst.c
+permonst.h
+
+makedefs.c Added Landmines code. (Steve Creps)
+mklev.c
+trap.c
+
+mkroom.h Fixed item / shop probablility code. (Stefan Wrammerfors)
+shknam.c Added additional item typ available.
+
+pray.c Randomized time between prayers. (Stefan Wrammerfors)
+
+fight.c Fixed typo. (Stefan Wrammerfors)
+
+mhitu.c Fixed monster special abilities usage bug.
+ (Stefan Wrammerfors)
+
+objnam.c Randomized max number and max bonus limits on objects
+ wished for.
+ Identified cursed items shown as such. (Stefan Wrammerfors)
+
+topten.c Added logfile to allow overall game tuning for balance.
+config.h (Stefan Wrammerfors)
+
+mklev.c moved code identifying medusa & wizard levs to eliminate
+*main.c garbage on screen. (Izchak Miller)
+
+u_init.c fixed up luck wraparound bug (Izchak Miller)
+hack.c
+dothrow.c
+fight.c
+mon.c
+play.c
+save.c
+sit.c
+
+mon.c fixed null referenced pointer bug. (The Unknown Hacker)
+
+config.h Hawaiian shirt code by Steve Linhart
+decl.c
+do_wear.c
+extern.h
+invent.c
+mhitu.c
+obj.h
+objects.h
+objnam.c
+polyself.c
+read.c
+steal.c
+u_init.c
+worn.c
+
+config.h "THEOLOGY" code addition (The Unknown Hacker)
+pray.c
+
+mklev.c Added typecasts to fix object generation bug on Microport
+fountain.c Sys V/AT. (Jerry Lahti)
+
+Makefile.unix Added ${CFLAGS} to makedefs build line. (Jerry Lahti)
+Makefile.att
+Makefile.3B2
+
+pager.c Inventory fix for "things that are here". (Steve Creps)
+
+cmd.c More wizard debugging tools:
+ ^F = level map
+ ^E = find doors & traps (Steve Creps)
+
+apply.c Blindfolded set/unset to "INTRINSIC" (many sources)
+
+lev.c new restmonchn() code. (Tom May)
+save.c
+
+o_init.c OS independance in init_objects (Tom May)
+objclass.h (removal of oc_descr_i)
+
+shk.c declaration of typename() (Tom May)
+
+apply.c declaration of lmonnam() (Tom May)
+
+mklev.c fixes to make medusa and wizard levels dependent on MAXLEVEL
+ (Richard Hughey as pointed out to him by John Sin)
+
+fountain.c added "coins in fountain" code. (Chris Woodbury)
+
+objects.h bound gem color to type (Janet Walz)
+o_init.c
+
+spell.c spell list now displayed in the corner (Bruce Mewborne)
+
+apply.c multiple dragon types. (Bruce Mewborne)
+cmd.c wand of lightning.
+do.c ring of shock resistance.
+do_name.c giant eel replaced by electric eel.
+end.c "STOOGES" - three stooges code.
+engrave.c Named dagger/short sword "Sting".
+fight.c Lamps & Magic Lamps.
+makemon.c A Badge - identifies you as a Kop.
+config.h ^X option for wizard mode - gives current abilities.
+mhitu.c New monster djinni '&' for Magic lamps.
+mklev.c #rub command for lamps.
+mkobj.c New monster: Gremlin 'G' augments Gnome on lower levels.
+mon.c major modifications to buzz() code cleans it up.
+monmove.c
+monst.c objnam.c polyself.c potion.c
+pri.c rip.c shk.c sit.c
+u_init.c wizard.c zap.c makedefs.c
+monst.h obj.h objects.h permonst.h
+you.h *main.c *unix.c
+
+rnd.c fixed portability bug for 16 bit machines (Paul Eggert)
+
+mhitu.c fixed many lint flagged bugs (Izchak Miller)
+apply.c
+fight.c mklev.c mkmaze.c mkshop.c
+monmove.c shknam.c trap.c wizard.c
+zap.c shk.c do_name.c invent.c
+unixtty.c pctty.c unixmain.c pcmain.c
+do.c options.c termcap.c makemon.c
+spell.c
+
+termcap.c major rewrite *** NOTE: Untested by MRS *** (Kevin Sweet)
+
+do_name.c reversed quantity check for "n blessed +xx items"
+ (Roland McGrath)
+
+config.h Added Kitchen Sink code (Janet Walz)
+rm.h
+decl.c do.c hack.c invent.c
+makedefs.c mklev.c options.c pager.c
+prisym.c wizard.c zap.c
+
+end.c Fixed "killed by" bugs in endgame code. (Steve Creps)
+
+objects.h Changed weight of a leash to a reasonable value. (Janet Walz)
+
+
--- /dev/null
+As things have mostly settled down to rediscoveries of fixed bugs,
+it is time to distribute the first batch of patches and ports.
+
+
+NOTICE: The diffs comprising this update batch were cut on NetHack 3.0
+ release version. If you modified any of your files, store them
+ and replace with release version files before applying this kit.
+
+
+Changes made:
+
+Eric Smith provided a port to the Atari using gcc; the older Lattice C
+vestiges moved to different preprocessor options and remain untested.
+
+Ralf Brown adapted NetHack to the Andrew File System.
+
+The fruit naming code was enclosed in a new option, TUTTI_FRUTTI, which
+allows another 3K of object code to be defined out.
+
+Various tweaks, rewritings, and reshufflings to get the code to get along
+with various compilers and preprocessors, including Microport SysV/AT 2.4,
+Gould UTX/32, HP-UX, and of course Turbo C.
+
+Various suggested changes in behavior, none major.
+
+Distribution of termcap.uu, the uuencoded termcap.arc for PCs that was
+previously distributed with NetHack 2.2 and 2.3.
+
+Explicit instructions to short-circuit common installation mistakes.
+
+
+Bug fixes:
+
+Various segmentation faults no longer exist, including the popular dropping
+items in shops.
+
+Vortices can no longer disappear through solid walls when they disgorge you
+over a moat.
+
+You now get credit for food when engulfing monsters.
+
+A few more spelling errors that fell through the cracks.
+
+
+Suggestion for overflowing compiler tables: follow the SysV-AT trail in the
+src Makefile with -DDUMB and DUMB.Setup. It appears that many SVR2 3Bs will
+need to do this.
+
+
--- /dev/null
+--------------
+UPDATE2
+--------------
+This patch kit upgrades NetHack to version 3.0f. The kit should
+be applied to the original release, patched with patchlevel 1.
+
+Many of the diffs included here are bugfixes to bugs reported to
+us by players. We are very grateful for these reports.
+
+There were questions about our netnews usage. We use the good
+offices of comp.sources.games because, unlike rec.games.hack, it
+is archived. It is the only way to secure the availability of
+the source code and the official patches for future users. For
+this reason, comp.sources.games will remain the only place where
+the official NetHack patches are posted.
+
+Occasionally we may see a need to post a semi-official stopgap patch
+such as the one for the 'killer' bug posted just after Patch 1 in
+rec.games.hack and in comp.sources.games.bugs. These stopgap patches
+will always be included in the next official patch kit. The 'killer'
+bugfix is, indeed, included here.
+
+The above two newsgroups often contain many bug reports and unofficial
+fixes. We read these groups, and thus we get the reports. But it
+will be helpful if you mailed nethack-bugs a copy of your posting.
+If your site gets these newsgroups, you may want to check them for
+mentions of bugs before reporting the same bug to nethack-bugs (or
+to the same newsgroups, for that matter -- unless you have additional
+information).
+
+
+
+Now, on to the main changes.
+
+Objects were rearranged slightly, so the cautious may want to throw
+out saved games and bones files.
+
+Timo Hakulinen provided an OS/2 port.
+
+Various people convinced various OS versions to be better about
+sensing the available screen size at start-up.
+
+The game tries now to be smarter about guessing defaults for players
+who don't set environment variables of interest to NetHack.
+
+Eric Raymond extended the PC color code slightly to allow its use by
+SVR3.2 machines with color information from terminfo, and also allowed
+many extended commands to be available via a meta key under SYSV.
+
+Paul Gyugyi provided a better makefile for MicroSoft C.
+
+The MSDOS terminal problems, including always needing TERMLIB, are
+(hopefully) fixed.
+
+The '/' command now allows multiple identifications, and more things
+may be usefully identified.
+
+More code was shuffled and rewritten to satisfy compiler and preprocessor
+constraints.
+
+Starving dogs again eat people food.
+
+Credit cards can no longer lock things.
+
+Doors have been toned down slightly, but are in no danger of being removed.
+
+The gods' ranking of player troubles was revised.
+
+Wizards can no longer start with certain useless items.
+
+Various code, including game ending, seduction, and monster attack, is
+considerably cleaner.
+
+Above all: scores of bugs were fixed.
+
+
+Please continue testing the game and reporting to nethack-bugs. Your
+response has been wonderful, and it has made this effort worth while.
+
+
--- /dev/null
+Date: Thu, 7 Sep 89 09:38:37 EDT
+From: Izchak Miller <izchak@linc.cis.upenn.edu>
+
+The main changes included in patch kit 3 are as follows:
+
+A few new objects were added to objects.c, so old save/bones files
+should be thrown out.
+
+Prototypes were adapted to satisfy ANSI C. Hopefully, we will not see
+anymore postings which helpfully fix prototypes for ANSI, while breaking
+them for the MSDOS compilers they were, originally, set up for.
+
+Use of $(MAKE), and a better use of $PAGER, in scripts.
+
+Improvements to OS/2 and TOS code, including their Makefiles.
+
+Graphics setting was centralized.
+
+Alignment was added to artifacts, and their suitability was improved.
+
+Discover mode games no longer use up bones files.
+
+Some excess 'register's that were giving Xenix trouble were removed.
+
+We settled an (amusing) argument over "rights" to available bits which
+was responsible (unintentionally) for ring-wielding bestowing
+long-lasting intrinsic attributes.
+
+In addition, many bugs were fixed. Among those were the problems
+with polymorphing creatures that swallowed you, finishing with
+containers, having chains eaten, external pagers, statue weights, wishing
+loopholes, parsing endgame options, and monsters growing up.
+
+In other words, this is a nuts and bolts patch, nothing dramatic but
+lots of cleanup.
+
--- /dev/null
+-------------
+UPDATE4
+-------------
+NOTICE: The changes which were made in the code make all save and bones
+files absolete. Once Patch 4 is applied, all the old save and bones files
+must be thrown out.
+
+
+Here is a list of the main changes:
+
+Object and monster types got a new field specifying their color, so things
+can now appear in "living color" instead having one color for all monsters,
+one for all weapons, and so on.
+
+References to monsters and objects on the floor were moved to new structures,
+which support the better color handling as well as provide yet faster access.
+
+David Gentzel provided a port for VMS. Although extensively tested by
+David and others, and found to be sound, it probably needs further
+refinements. We are appealing to those of you who know VMS (none of us
+does..) to join David in his efforts to refine the VMS code.
+
+Much of the *main.c code was moved to a new file, to avoid having to update
+that common code in three different *main.c files.
+
+VARARG handling was ifdef'd to satisfy ANSI compilers.
+
+Almost all grey creatures now join the other gray creatures.
+
+Monsters will no longer be created in the same room as the player, and should
+no longer want to end up in the SE corner of the dungeon.
+
+Lycanthropy is now considered a "major problem" (allowing for appeal to the
+gods through prayer), some artifacts are associated with particular character
+classes, various oddities involving statues, digging, iron balls, and
+throwing have been removed, and many other bugs, both major and minor, were
+fixed.
+
--- /dev/null
+Old bones and save files should at least be syntactically correct this time,
+but you should still throw them out if you don't want to be confronted with
+monsters permanently masquerading as different monsters (since some of the
+monsters' letters have changed).
+
+
+Note that the posted shop fix was a stopgap patch, not an official patch, so
+it should be reversed before applying these patches. If you do not reverse
+it, probably nothing worse than a failure of one shk.c band will happen this
+time. In general, however, you will have to do considerable hand-patching if
+you leave intermediate patches in.
+
+
+The major bug fix in Patch 5 is moving the color definitions to color.h, thus
+breaking the annoying dependency loop when bootstrapping NetHack.
+
+Patch 5 contains Johnny Lee's provision of a port to the Macintosh. The
+Macintosh files live in a new subdirectory, 'mac'. We know that many of you
+were waiting for a Mac port, and for you we are happy to have it.
+
+Basic support for several new other compilers or machines (see README), but
+these probably need some more tweaking.
+
+A major new feature in Patch 5 is timed-out eating, i.e., being able to be
+interrupted while eating by monsters attack. Mike Stephenson provided the
+basic structure for dealing with partially eaten food. We believe that the
+only remaining flaws in this code are occasional non-optimal messages which
+are generated by it (we are working on correcting this).
+
+Incorrect iron ball behavior and bugs in the iron ball code were
+systematically corrected by Kevin Darcy who communicated with us about it
+and mailed us his patches. (Yes, Kevin, as you can see, it went in, and
+with only one minor change.)
+
+There were other, smaller, patches which were mailed to us and which were
+implemented. To repeat: we are very happy to receive bug-fixing patches
+and code-enhancement patches. But please do as Kevin did, namely, tell us
+about it in advance.
+
+Difficulties with dropping objects in shops, burning to death in hell,
+wielding amulets, pets eating corpses were fixed. So were scores of other
+small but annoying bugs.
+
+MICROPORT_BUG was added to cater to compilers that don't like large
+structures.
+
--- /dev/null
+This patch contains two major improvements:
+
+First, thanks to Ari Huttunen, different door states show up as different
+(configurable) characters on the screen.
+
+Second, doors can now be entered/exited diagonally both for player and
+monster.
+
+Third, a gaggle of people credited in the appropriate files developed an
+overlay manager for MS-DOS and MSC such that all the options of NetHack can
+be supported. See Install.dos and ovlmgr.* for further details.
+
+In more minor news:
+
+You no longer have to pick up food to eat it, and you no longer necessarily
+resume eating your interrupted meal.
+
+You can no longer get properties from wielding a non-weapon.
+
+There is a new option, CLIPPING, which allows playing on small screens or
+windows.
+
+The multiple demon types portion of HARD has been split off into the new
+INFERNO option.
+
+The Macintosh port has been further refined.
+
+The / command now takes configurable characters into account when identifying
+items.
+
+Leprechauns and lichs and nymphs and nagas had their letters switched so that
+the more formidable monsters get capital letters. Several new low-level
+monsters were added.
+
+Drawbridge interactions are much smarter, thanks to Kevin Darcy.
+
+And a large number of minor bug fixes and efficiency enhancements.
+
--- /dev/null
+Sorry this one took so long. We think just about every computer and network
+we depend on has broken sometime in last few weeks.
+
+Work on the PC overlay mechanism continues, with Kevin Smolkowski joining
+Pierre Martineau, Stephen Spackman, and Norm Meluch. Breaking each .c file
+into separately-swapped pieces should help performance considerably. More
+changes to the overlay manager are brewing, and will be distributed in the
+unfortunately required Patch 8.
+
+The Amiga port was brought up to date and extended by Richard Addison,
+Jochen Erwied, Mark Gooderum, Ken Lorber, Greg Olson, Mike Passaretti, and
+Gregg Wonderly.
+
+The Macintosh port was futher extended by Kevin Sitze, Andy Swanson, Jon
+Watte, and Tom West, working with Johnny Lee.
+
+Support for recent versions of HP-UX was added by Steve Creps.
+
+We believe all major various platforms and compilers are working properly now.
+
+
+In other news, '/' now distinguishes among monsters of a given class, named
+objects (including artifacts) are handled better, an extended version command
+gives compilation options, monster colors should show up better, more
+occupations are being stopped appropriately, unconscious and non-animal
+monsters are handled better, and the eating behavior and ending messages have
+been overhauled again.
+
+Various display nuisances have been fixed and the "worm segment", "nymph
+freeinv", and combined nymph/succubus/polymorphing bugs are gone, along with
+a large number of less notorious problems. A few more fun loopholes no longer
+exist.
+
+In all, we think this is the stablest and most balanced version yet.
+
--- /dev/null
+From @RELAY.CS.NET,@central.cis.upenn.edu:izchak@linc.cis.upenn.edu Sun Jun 3 19:07:16 1990
+Received: from tekred.CNA.TEK.COM by saab.CNA.TEK.COM (3.2/6.24)
+ id AA19831; Sun, 3 Jun 90 19:07:15 PDT
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+ 3 Jun 90 21:58 EDT
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+ id AA24573; Sun, 3 Jun 90 21:58:54 -0400
+Return-Path: <izchak@linc.cis.upenn.edu>
+Received: by linc.cis.upenn.edu
+ id AA04476; Sun, 3 Jun 90 21:58:14 EDT
+Date: Sun, 3 Jun 90 21:58:14 EDT
+From: Izchak Miller <izchak@linc.cis.upenn.edu>
+Posted-Date: Sun, 3 Jun 90 21:58:14 EDT
+Message-Id: <9006040158.AA04476@linc.cis.upenn.edu>
+To: billr@saab.CNA.TEK.COM
+Subject: UPDATE8
+Status: O
+
+This patch is devoted to bugfixes and accommodations for more versions of
+the newer ports.
+
+The VMS port should now compile with both VAXC and GNUC and install more
+easily under a variety of OS versions, thanks to Joshua Delahunty and Pat
+Rankin.
+
+A number of strange interactions in the Macintosh-specific code have been
+cleaned up.
+
+The MSDOS overlay manager was debugged, and the overlay assignments and macro
+names straightened out, so the result should be both faster and more stable
+than previous versions. See the new file Install.ovl and various files in
+the others directory for more information.
+
+The Amiga port now specifies addressing modes for many external variables,
+which should make its executable smaller and faster as well.
+
+
+The biggest externally visible change separates DECgraphics and IBMgraphics
+from the general graphics-setting code, and makes them selectable on the
+command line.
+
+Once again, existing saved games and bones files should be discarded (or the
+update postponed until they are gone).
+
+A number of reasonably simple bugs are no more, although some screen update
+oddities are postponed to 3.1. Among the dead are problems with shops on
+bones levels, renaming artifacts, kicking non-objects, winning gem treatment,
+level bounds checking and monster filling, mimic appearances, taking items
+out of containers, monster interiors and inventories, and guard behavior.
+Various other things were changed to be consistent with similar situations.
+
+
--- /dev/null
+Patchlevel 9 is in fact an amendment patch to Patchlevel 8. It
+contains fixes to some deadly bugs discovered thus far in the Pl8
+code.
+
+Among the bugs fixed are a 0 dereference bug in the Amiga code, a
+bug in the tins code, a bug in the inventory weight code, a level
+files bug in the Mac code, an ST display bug, a bug in the maze's
+bones level, a bug with chest traps, a bug in the restoring code, a
+vault guard bug, a PC collapsing dungeon bug, and other more minor
+bugs.
+
--- /dev/null
+UPDATE10
+
+Patch 10 to NetHack 3.0 adds no new features, and few optimizations.
+It fixes many mostly rare bugs and extends support to a couple more
+system variants.
+
+The major change with this patch is that the MSDOS overlay manager is
+now bright enough to split up one logical executable among several disk
+files, thus simplifying distribution via floppies since each file can
+be <360K. Entering debugging mode for the Macintosh is simplified.
+There are provisions for later versions of several compilers, although
+not yet Turbo C++, as we have not gotten an executable with adequate
+performance (see Install.ovl for gory details).
+
+NetHack should now get along better with Irises, IBM RS/6000s, NeXTs,
+and possibly even SCO UNIX.
+
+Among the dead bugs are those involving artifact damage, VMS file
+manipulation, crushed iron balls, elven equipment, orcs with 2^32-1
+daggers, trolls with ridiculously high hitpoints, exploding bags of
+holding on the ground, inappropriate messages, saved luck, unbounded
+digging on special levels, and several distinct trap problems.
+