--- /dev/null
+ NetHack Fixes List Revision 2.2
+
+Fixes and Modified Features
+---------------------------
+Guidebook.mn New file "Guide to the Mazes of Menace". By Eric Raymond.
+Guidebook A file for preparation using the "mn" macros supplied with
+ the 2.11 news release, as well as an ascii version of the
+ same.
+
+NetHack.cnf Sample configuration file for the PC. (creps@silver)
+
+Makefiles Corrected problem in which the linking was done on build and
+(unix/xenix) on install. (Contributed by Janet Walz - walz@mimsy)
+
+Makefile.att Added a makefile for the AT&T Unix PC using shared libraries.
+ (Contributed by ahby@umn-cs)
+
+Makefile.pc Streamlined compilation of main.o, tty.o, and unix.o
+Makefile.tcc (Contributed by polder@cs.vu.nl).
+
+data.base deletion of duplicate lines and spelling fixes. (sweet@scubed)
+
+invent.c REDO problem with "What do you want to..." text fixed.
+ down stairway identification fixed.
+ Alloc "buf" to allow for variable length HI/HE. (tom@uw-warp)
+
+engrave.c Correction to "feel" code. (mike@genat)
+ Corrected switch for message determination. (patrickm@hpisof0)
+ BURN'ed engravings made un-erasable again. (kyrimis@princeton)
+
+pri.c Added colour highliting functions (sweet@scubed)
+
+prisym.c changed "symbol.room" to "ROOM_SYM" (one I missed)
+ (Ralf.Brown@b.gp.cs.cmu.edu)
+ Changed "dirlet()" to return an int. (maartenj@cs.vu.nl)
+
+msdos.c Changed "symbol" to "showsyms" (Ralf.Brown@b.gp.cs.cmu.edu)
+ Fixed up REDO & IBMBIOS stuff. (Kevin Sweet - sweet@scubed)
+
+do.c Dropping gold asked for only when gold posessed. (walz@mimsy)
+ Potential unsigned value problem fixed (u.ucreamed)
+ Added leash dropping code. (maartenj@cs.vu.nl)
+ Blind modifications for blindfolding. (eric@snark)
+ Value wrap fixed for u.ucreamed
+
+fight.c Dog's name now used in hitting avoidence message. (walz@mimsy)
+ Variable initialization fixed w.r.t. #ifdef / #else.
+ (Reported by Erwin Unruh - unruh@infbs)
+ Added giant rats and kobolds back into code. (sweet@scubed)
+
+spell.c Potential unsigned value problem fixed (u.ulevel).
+ Typos corrected. (Tom May - tom@uw-warp)
+ Blind modifications for blindfolding. (eric@snark)
+
+shk.c "inshop" crash bug corrected (many sources).
+ extern declaration of carrying() moved to avoid a Turbo-C
+ type mismatch msg. (Ralf.Brown@b.gp.cs.cmu.edu)
+ Added new "online()" which executes faster. (tom@uw-warp)
+ Blind modifications for blindfolding. (eric@snark)
+ Added item pricing shopkeeper talk.
+ (Idea from a hacked up 1.0.1 source sent in by michael@stb)
+ Cleaned up Kops code. (sweet@scubed)
+
+mhitu.c Argument mismatches fixed. (walz@mimsy)
+ Scorpion/spider mixup fix. (William LeFebvre - phil@rice.edu)
+ Blind modifications for blindfolding. (eric@snark)
+
+potion.c Argument mismatch fixed. (walz@mimsy)
+ Blind modifications for blindfolding. (eric@snark)
+ Poison handling made more dependant on poison resistance.
+ (From an idea by Steve Creps - creps@silver)
+
+mklev.c Fixed up installation of vamp traps. (sweet@scubed)
+
+makemon.c Monster creation location bug fixed. (walz@mimsy)
+ Monster creation crash fixed. (many sources)
+ Monster posessions bug fixed. (S. Wrammerfors stewr@obelix)
+ Added giant rats and kobolds back into code. (sweet@scubed)
+
+hack.c "Elbereth" effectiveness increased under "HARD" option to
+ be reasonable. (walz@mimsy)
+ Declaration of "register struct monst *m_at()" fixed. (many)
+ Typo fixed. (tom@uw-warp)
+ Fixed scroll of scare monster pickup problems (and giveaway)
+ (polder@cs.vu.nl)
+ Documentation modifications for blindfolding. (eric@snark)
+
+ioctl.c ioctl call for SET changed to function properly under
+
+unixtty.c Sys V R3 mods. (tom@uw-warp)
+
+decl.c in_doagain initialized. (many sources)
+
+wield.c Ability to remove cursed weapons w. w- removed. (many sources)
+
+options.c Major rewrite of options help. Now uses pager. (mike@genat)
+ Rewrote GRAPHICS setup. (maartenj@cs.vu.nl)
+ Allowed reassignment of inventory order #ifdef DGK
+ (polder@cs.vu.nl)
+
+pray.c Fixed mk_obj of spellbook under all conditions to make book
+ if "SPELLS" defined, and scroll otherwise. (unruh@infbs)
+ Fixed typo in "gods angry" text. (tom@uw-warp)
+ Fixed blessing code. (Simon Brown - simon@its63b)
+ Blind modifications for blindfolding. (eric@snark)
+
+zap.c Potion of invis. breakage message improved. (unruh@infbs)
+ Added WAN_PROBING to "zapyourself".
+ Changed "dirlet()" to return an int. (maartenj@cs.vu.nl)
+ Fixed cancellation code to work properly on wands (spe
+ set to -1 instead of 0) this means no infinite wands of
+ wishing. (Ron Wessels - ron@utcsri)
+ Fixed bug in "buzz()" causing crash when destroying a
+ trapper from inside with a wand/spell. (mike@genat)
+ Added fcn to destroy wands with zero charges. (sweet@scubed)
+
+pcmain.c Added a routine to zero out the fileinfo array in order to
+ prevent crashes on level change. (ralf@b.gp.cs.cmu.edu)
+ Added chdir to HACKDIR before looking for .CNF file.
+ Added call "uptodate(savefile)". (polder@cs.vu.nl)
+
+pager.c changed "cornline()" to use xputs for HI/HE. (tom@uw-warp)
+ added choice for dowhatis() to allow letter or cursor object
+ selection. (polder@cs.vu.nl)
+
+cmd.c Added ^W (wish) and ^I (ident-all) commands for WIZARD-mode.
+ (Paul Polderman - polder@cs.vu.nl)
+ Added "Z" as alternate to "# cast" (Eric Raymond - eric@snark)
+
+u_init.c Expanded a tab which didn't show in raw mode.
+ Changed trobj.trotyp to "unsigned short" to avoid >255
+ problems. (Maarten Jan Huisjes - maartenj@cs.vu.nl)
+ Removed wand of wishing from WIZARD's inventory (due to
+ the above cmd additions). (polder@cs.vu.nl)
+ Fixed declaration of leash. (simon@its63b)
+ Beefed up Wizard class.
+ Added Wakizashi for Samurai.
+ Added holy water for Priest(ess)es.
+ Modifications to provide blindfolds. (eric@snark)
+
+end.c changed inventory identification on death to list form.
+ (polder@cs.vu.nl)
+ added hallucination effects to done_in_by()
+ added posession of amulet flag for scoreboard (sweet@scubed)
+
+wizard.c corrected "nasties" decl. (maartenj@cs.vu.nl)
+ Blind modifications for blindfolding. (eric@snark)
+
+do_wear.c Prot. from shape changers logic fixed. (maartenj@cs.vu.nl)
+
+lev.c Prot. from shape changers logic fixed. (maartenj@cs.vu.nl)
+
+mon.c Inserted cast to fix compiler warning. (maartenj@cs.vu.nl)
+ Nymphs now leave potions of object detection when killed.
+ Kops now don't leave treasure behind. (sweet@scubed)
+
+topl.c Changed size of "toplines" to avoid overflow in "parseoptions"
+ when help is asked for. (probably n/a) (maartenj@cs.vu.nl)
+
+topten.c Added longer death descriptions, including name of
+ shopkeeper who killed character. (many sources)
+
+termcap.c Changed allocation of HI/HO for copying SI/SO to allow room
+ for null. (maartenj@cs.vu.nl)
+ Added PCHack 3.61 termcap stuff.
+ Added colour highliting code. (sweet@scubed)
+
+version.c Expanded a tab for rawmode io. (maartenj@cs.vu.nl)
+
+objnam.c Allow the WIZARD to wish for really excessive objects.
+ (polder@cs.vu.nl)
+
+makedefs.c Added "freopen" which works (MSC 4.0 drops first couple
+ of lines). Solves missing #define AMULET... problem.
+ (Nathan Glasser - nathan@mit-eddie)
+
+rnd.c Changed around random number generation:
+ BSD uses "random()". (Paul Eggert - eggert@grand)
+ SYSV uses "lrand48()". (mike@genat from above)
+
+eat.c Changed "choke()" code to waste food rather than choke on
+ it #ifndef HARD. (Allan Pratt - apratt@atari)
+ Blind modifications for blindfolding. (eric@snark)
+
+objects.h added blindfold object (tool). (eric@snark)
+
+you.h changed Blind/BLIND to Blinded/Blinded
+ added Blindfolded/BLINDFOLDED
+ redefined Blind in terms of above parameters. (eric@snark)
+
+apply.c added blindfold code. (eric@snark)
+
+timeout.c Blind modifications for blindfolding. (eric@snark)
+
+sit.c Blind modifications for blindfolding. (eric@snark)
+
+trap.c Blind modifications for blindfolding. (eric@snark)
+ Level teleportation to hell fixed so that it will not
+ do so unless character has Fire_resistance. (many sources)
+ Added polymorph trap. (many sources)
+
+monmove.c added check on presence of "fobj" before atl() call
+ to avoid potential segmentation problem with ROCKMOLE.
+ (Reported by Doug Rudoff - doug@wiley)
+
+various files Fixed typos. Also converted British English words to
+ American English for uniformity. (Original list of typos
+ submitted by Steve Creps - creps@silver)
+
+
+New Features
+------------
+ 1) New flags in "config.h" (some of these were included in 1.4f):
+
+ COM_COMPL Command line completion by John S. Bien
+ GRAPHICS Funky screen character support (Eric S. Raymond)
+ HACKOPTIONS Support DGK-style HACKOPTIONS processing (ESR)
+ RPH Various hacks by Richard P. Hughey
+ KJSMODS Various changes made by Kevin Sweet
+ BVH Additions by Bruce Holloway
+
+ In addition, in an MSDOS enviornment, when GRAPHICS is defined:
+
+ MSDOSCOLOR Colour highlighting of monsters, etc.
+
+ Of the above, I haven't tested HACKOPTIONS and MSDOSCOLOR. If you
+ find bugs in these, send me the reports.
+
+ 2) New objects:
+
+ blindfold - allows you to avoid the gaze of a Floating Eye and to
+ use your telepathy on command if you have it.
+
+ mirror - scares monsters if you use it on them (and other uses).
+
+ ring of polymorph - (usually cursed) forces random polymorphs.
+
+ ring of polymorph control - prevents system shock and allows choice of
+ creature to polymorph into.
+
+ 3) New Files:
+
+ - A new set of documentation, the "Guidebook to the Mazes of Menace"
+ has been supplied by Eric S. Raymond. The guidebook is written for
+ nroff using the "mn" macro set supplied with Bnews 2.11 or greater.
+ Since not everyone has these macros, I have run the guidebook through
+ nroff, and supplied it in flat ascii format as well. [Moderator's
+ note: because of past problems, I ran the formatted version
+ through "col -b" before passing it on to remove ^H's, etc. -br]
+
+ - A copy of "HACK.CNF" which has been renamed "NetHack.cnf" was
+ supplied by Steve Creps. The file decl.c has been updated to reflect
+ this change.
+
+ - A new "Makefile" for the AT&T Unix machines has been added.
+
+ - I was hoping to get documentation on "NANSI.SYS" as well, but got
+ no responses to the mail I sent the author, direct and via Bill
+ Randle at tekred. As per usual, I will gladly publish any relevant
+ documentation I get.
+
+ 4) Major game changes:
+
+ - Shop generation has been significantly changed. A new structure
+ has been introduced which allows shops (except the "general" type)
+ to have up to three different types of object inside. There is also
+ a new "distribution pattern" parameter which tells the generation
+ code how to lay out the shop (this is preliminary to the addition of
+ two new types of shop, the temple and barracks - more on this later).
+
+ - Shopkeepers will now tell you how much they expect for each object
+ you pick up. This gives you the ability to haggle with the merchant
+ in question by dropping and picking up objects until you are more or
+ less satisfied with the price. I have re-written "getprice()" in
+ shk.c in an attempt to make sure that you cannot actually sell any
+ particular object for more than the shopkeeper will charge for it.
+
+ - Another change to shopkeepers has them potentially getting angry if
+ you stay beside them after not paying your bill. Each they time they
+ ask you to pay up, there is a chance they will decide they don't like
+ people who don't pay...
+
+ - A new monster, the hydra, has been added (as you have probably seen
+ on the net). I haven't had much chance to test out this feature of
+ the game. Mirrors have also been added, and seem to work quite well.
+
+ - Changes have been made to the object ocurrence chances in objects.h,
+ so that the relatively rare tools, etc. have at least a 1% chance of
+ showing up.
+
+ - Throwing and zapping code has been modified so that there is a
+ chance that said can be done through a doorway. Bolts can still
+ bounce however...
+
+ - The infamous and dreaded makemon() bug has been eliminated. In
+ addition to this, "r"ats and "K"obolds have been added back into the
+ game. "K"ops no longer leave treasure (just what they were carrying,
+ plus maybe a club or whistle).
+
+ - Two new "super"swords have been added. They are the katana named
+ "Snickersnee" which is +5 on damage (due to sharpness), and the long
+ sword "Excalibur" which is +rnd(10) to hit, +5 on damage, and has a
+ couple of other features I won't go into right now. The only way
+ for a character to get "Excalibur" is as a gift from someone. You
+ cannot write the word "Excalibur" on things for some reason...
+
+ - There have been two additions to disallow infinite wand charges.
+ First of all, wands with less than zero charges will automatically
+ turn to dust (thanks to Kevin Sweet). Next, a wand of cancellation
+ will set the number of charges in the wand to -1, which will make it
+ forever useless, (thanks to Ron Wessels).
+
+ 5) Minor game changes:
+
+ - The fountain code has been tightened slightly so you can no longer
+ dip objects into a fountain or drink from one while you are floating
+ in mid-air due to levitation.
+
+ - Teleporting to hell via a teleportation trap will no longer occur
+ if the character does not have fire resistance. I found this just
+ too arbitrary a way to die (and so did several other people who com-
+ plained about it).
+
+ - A new trap, the "polymorph" trap has been added by Richard Hughey.
+ It's inclusion is dependant on having "KAA" defined.
+
+ - In wizard mode, the wizard player has infinite wishes, and the
+ ability to instantly identify everything (s)he is carrying. The wizard
+ player is also no longer limited by the standard multiple / bonus res-
+ trictions on objects wished for.
+
+ - Random number generation has been changed around to make it (I hope)
+ more unpredictable.
+
+ - A large number of typos have been fixed, and all of the British
+ spellings converted to American. I would like to see a shell script
+ to allow conversion back (or something like that) in the future.
+
+ - I have done a "make depend" for the makefiles to reflect a slight
+ restructuring in the order of inclusion of header files.
+
+ 6) Future additions:
+
+ - Steve Creps is working on "barracks" and "soldier" code which is
+ now ready for addition. I have added the "soldier" side into the
+ game, but haven't really tested it. Steve will be adding the
+ "barracks" section in and sending me the resulting patches. There
+ will be a minor (read patch) release as soon as he can get the code
+ integrated into this release and sent up here to me.
+
+ - There are also several other new room projects in the works which
+ should be able to be included in that minor release, along with any
+ bug reports that are made in the interim.