From: nethack.allison Date: Tue, 10 Apr 2012 23:05:08 +0000 (+0000) Subject: no message X-Git-Tag: MOVE2GIT~40 X-Git-Url: https://granicus.if.org/sourcecode?a=commitdiff_plain;h=ac1575e747f04a899d00fc80c160a174cf9ab0b6;p=nethack no message --- diff --git a/doc/fixes34.4 b/doc/fixes34.4 deleted file mode 100644 index d801890b9..000000000 --- a/doc/fixes34.4 +++ /dev/null @@ -1,484 +0,0 @@ -$RCSfile$ $Revision$ $Date$ - -General Fixes and Modified Features ------------------------------------ -fix "You hear The food ration tumbles downwards" for blinded pit dropping -silver arrows weren't causing silver damage on some silver-haters when wielded -wizard mode: avoid division by 0 crash for level teleport in the endgame if - confusion overrides teleport control -don't #sit on an object in a pit if you're only on the precipice -fix message when pushing a boulder into a pool while riding -plural of "Nazgul" is "Nazgul" not "Nazguls" -trap messages referring to named steed were ackwardly worded when hallucination - overrode use of the name -some actions such as eating corpses off the floor didn't check whether hero - could reach the bottom of a pit -usmellmon() instead of "It turns into it" during monster polymorph -grammar of messages regarding eating artifacts -avoid a message about an invisible monster looking much better -player polymorphed as a xorn could not pick up items in pits -don't display "turns to flee" message for a mimicing mimic -don't display "turns to flee" message for a monster who has just died -dipping acid in a fountain could cause an explosion but not destroy the potion -if your blindfold glows and you're not otherwise blinded, you can see it -added strsubst() to hacklib -be consistent with use of "removing" rather than "lifting" for encumber - messages associated with taking things out of a bag of holding -cursed scroll of destroy armor damaging cursed armor didn't adjust attributes -add passive() flag that indicates uwep was destroyed during the turn -polymorphed or shapechanged monster sometimes got erroneous hit points -calculate weight of corpses on special levels correctly -Sting could trigger premature display of orcs during savegame restore -Sting now glows light blue again -prevent "offering" or other words with similar ending from matching ring quote -make cleric cast lightning blind as other lightning does -change the wording slightly to use "one of " when a monster wielding - multiple daggers thrusts them -if you didn't see a rolling boulder fall into a pit, you only heard the sound - of it doing so if you were blind -fire trap was triggered twice in the same turn when melting ice was involved -abandon the specialized djinn and ghost counters used for potion tuning and - use the mvitals[].born field instead -if you were Poison_resistant, only a *blessed* potion of sickness caused - loss of hitpoints -shopkeeper removal of trap from shop doorway yields an open door instead of - a closed one if an intact open door is present -guarantee that hostile djinn released from bottles really are hostile -handle lava when removing or losing water walking boots -fix incomplete sentence occuring when unique monster's corpse fell down stairs -fractured boulders or statues produced inconsistent object settings on the - resulting rocks -really fix rolling boulder bug C340-18, the previous "fix" reversed the test -monster throwing greased weapon has same chance for slip/misfire as player -killing a pet by displacing it into a trap now yields experience -prevent a rolling boulder that is in motion from vanishing in bones files -ensure that a sleeping steed doesn't answer a #chat -eliminate two very minor anomalies when using Luck to adjust random numbers -destroying a worn item via dipping in burning oil would not unwear/unwield - the item properly, possibly leading to various strange behaviors -avoid a panic splitbill when shopkeeper is trapped by the door -grammar tidbit for message given when eating tainted meat is also cannibalism -gas spores shouldn't be described as "unable to attack" while hero is praying -incorrect screen display if engulfer gets turned to stone when trying to - swallow while hero is poly'd into cockatrice -panic on subsequent move if engulfer gets turned to stone and poly'd hero - also has attached ball&chain -give more specific messages when dropping weapons due to slippery fingers -various helmet messages changed to distinguish between "helm" and "hat" -helmets don't protect against cockatrice eggs thrown straight up -breaking container contents in a shop didn't always charge for them -some types of shop theft of a stack of items only charged for a single one -some thefts weren't charged at all even though shopkeeper noticed -wizard mode: WIZKIT wish for own quest artifact triggered crash at startup -avoid "your steed is still eating" message when going through a magic portal -cannot drink from fountain, sink or surrounding water while swallowed -don't hallucinate anything for an exploding black light as it dies -give blindness feedback when moving into/through stinking cloud -fix case on monster name when monster reflects floating eye's gaze -monsters "shrieking in pain" from a potion didn't wake anything up -Master of Thieves as Tourist Nemesis still had STRAT_CLOSE -co-aligned unicorns in bones could be hostile -finding "something" posing as a statue while Blind should map_invisible() -adding more candles than required to total 7 to a candelabrum which - already had between 1 and 6 gave an ungrammatical message -give correct message when a spellcasting monster summons other monsters -correct experience calculation for monsters that cause nonphysical damage -monsters evading a kick on noteleport levels would cause a "teleports" message -interrupt current activity during certain stages of petrification or vomiting -warning about bad food didn't recognize tin of Medusa meat -eating tainted Medusa corpse caused food poisioning instead of petrification -avoid potential stale pointer use after magic bag explosion -nymphs and monkeys can't steal rings worn under gloves -monkeys can't steal rings worn under cursed weapon -succubi will remove hero's gloves before taking worn ring; incubi will do - so before forcing ring to be put on -mbodypart should return forehoof, not foreclaw, for horselike monsters -further digging of an existing hole finishes in a single turn -only prefix shopkeeper names with "Mr." or "Ms." when not a personal name -green slime should not affect noncorporeal monsters -land mine explosion will destroy a drawbridge at same location -avoid some more buffer overflows in query buffers containing object names -avoid giving extra information about things that break out of sight -avoid giving away wand type for near misses while blind -avoid excessive repetition of "monsters are aware of your presence" -monster's aggravation spell now affects meditating monsters -handle pets sooner at end-of-game to avoid message delivery anomalies -busy pet won't miss out upon ascension -fix various places that "finally finished" could be displayed after the hero - stopped doing something other than eating -fix some cases where movement was disallowed but the hero was still conscious -after destroying drawbridge, hero could appear to be in the wall -sometimes shop items which hero is forced to buy could be sold back twice -non-empty container dropped but not sold in a tended shop and then picked up - after that shop became untended could be sold twice in another shop -vision was not updated when polymorphing a statue into a boulder -`I u' when carrying single unpaid item listed its cost twice -armor which auto-curses when worn by hero should do same if worn by monster -limit how high accuracy, damage, or protection can become via eating rings -when blinded hero detects a trap by touch, make sure it shows up on the map -confused remove curse will cause loss of knowledge of items' curse/bless state -with astral vision, the ";" command should only display "normal vision" - for things that could be seen without astral vision -reanimating a statue containing gold produced double gold -probing the resulting double-gold monster caused "static object freed" panic -cursed wand might explode if used to engrave -fatal wish from magic lamp left functional magic lamp in bones data -fatal wish granted by monster left that monster in bones data -death due to dipping potion of acid into a pool left the potion in bones data -clear prompt from screen after ESC is used to abort "In what direction?" -minor interface changes for interactively manipulating autopickup exceptions -chatting with quest leader who was brought back from the dead gave warnings -becoming green slime or mimicking gold violates "never changed form" conduct -when a monster grew into a higher form which had previously been genocided, - the message explaining its fate was only given if it was sensed via ESP -hero could still see for brief period after being blinded by potion vapors -avoid crash when thrown potion hits bars before a monster -don't give messages about seeing things happen while asleep -protect hero from mind flayer's remote mental blast during successful prayer -recognize if hero has already entered Gehennom by means other than usual route - so that prompt can be skipped if Valley's stairs are subsequently used -once you've passed the Valley, drawbridge tune is no longer a prayer reward -fix up grammar and punctuation in variants of shopkeeper's price message -regression, bug fixed in 3.4.1 reintroduced in 3.4.3: Sunsword continued to - emit light after monster who was wielding got killed -weaken "farming" strategy -don't suppress corpse if you kill your own steed -fix typo in tourist quest leader's greeting -fix grammar for graveyard sounds when polymorphed -avoid divide by zero crash if Luck drops below -1 while a prayer is in progress -make hero inflicted with lycanthropy immune to level drain just like monsters -describe locomotion method accurately when flyers traverse ladders or holes -when there were multiple boulders at a location, moving one of them sometimes - resulted in line-of-sight anomalies -unicorn can't catch gems if it is asleep or paralyzed -fix grammar when choking on gold -some messages which referred to "mirror" ought to have used "looking glass" -incubi react to mirrors -alignment of Angels was handled inconsistently -pets capable of digging could pass through walls and stone on the Rogue level -don't generate mimics pretending to be closed doors when making Rogue level -avoid inappropriate "the corridor disappears" when vault guard gets killed -avoid inappropriate "the guard calms down" if vault guard's magic corridor - reaches a spot where gold is embedded in the rock -avoid having vault guard ask hero's name when hero is swallowed -adjust message for gas effect from chest trap if hero resists hallucination -cancelling non-shop objects in a shop's entrance would upset the shopkeeper -identified touchstone can rub on gold like the data.base entry says -restore the capability of rubbing any object against known touchstone -tombstone's reason for death after being killed by mis-returning Mjollnir - varied depending upon whether it was fully identified -tombstone's reason for death from kicking an object could include so much - detail about the object that is was too verbose -several quest messages were worded inappropriately if the hero was blind -a samurai quest guardian message used "ninja" where "ronin" was intended -revive from fainting if vault guard or bribe-demanding demon approaches -tame flaming spheres and shocking spheres shouldn't pick up items -can hear the opening or closing of an unseen drawbridge -prevent "object lost" panic caused by accessing freed memory after worn - non-fireproof water walking boots are destroyed by lava -stop multi-turn running, searching, or resting early if levitation ends -Call command could be used to remotely identify which high priest is which -large amorphous, whirly, noncorporeal, or slithy creatures can fit through - tight diagonal gaps despite their size -avoid "You summoned it!" for unseen monster produced by same-race offering -recognize "mindflayer" as an alternative spelling for "mind flayer" -treat mattock as blunt object when forcing locks -restore capability to force locks with wielded statue -only count successful statue creations against the monster limit in sp_lev.c -unseen wand of striking zapped by unseen monster became known if it hit a door -tweak knight quest messages -guidebook grammar bits -special level loader wasn't able to place random door in 1x1 room; could - trigger divide-by-0 crash for user-developed custom levels -make gender of quest leaders and nemeses consistent with data.base and - quest messages -Orion and Norn should be giant sized -Orion, Norn, Cyclops and Lord Surtur should be able to tear webs -ensure monsters cannot teleport to or be created outside nonpassable bounds - of special levels -candles should not be fireproof -monsters could end up off the left side of the Ranger quest start level -worms don't have scales, krakens have tentacles, stalkers have a head -you no longer "fry to a crisp" as a water elemental -change leather spellbook to leathery; pertains to appearance, not composition -more precise probing/stethoscope feedback when engulfed -make baby long worms have lower level than full grown ones -use "your kraken" instead of "a kraken" when searching reveals a tame - hidden monster -Magicbane should not produce " are confused" message -handle antholes more sensibly when ants aren't available -cancelled nurses shouldn't say "Relax, this won't hurt a bit" -check for hero location in digactualhole() before clearing u.utrap -clear any pits that the hero digs in the vault guard's temporary corridor -shattering a monster's weapon didn't work as intended for stack of N>1 -don't reveal surface information that you can neither feel or see -if the hero or a monster is already in a pit don't have them "fall into a chasm" - from drum of earthquake -monsters who ate lizard corpses to cure confusion would lose intrinsic speed -monsters couldn't eat lizard corpses to cure being stunned -code handling a monster's use of potion or food to cure stoning or confusion - was accessing freed memory after the object had been used up -properly handle destruction of equipment carried by monsters hit by - disintegration breath; life-saving retained conferred properties of - formerly worn items (loss of steed's saddle caused much confusion) -don't exercize or abuse wisdom when rumors get used for random graffiti -create_object() created lizard corpses without timers and troll corpses with - their revive timers, then changed the corpsenm field -when a potion of acid was dropped into water and exploded, nethack would - continue to use already freed memory and later might panic or crash -when jumping over an already seen trap, use an() to get appropriate grammar -fix bad grammar when putting on not-yet-seen Eyes of the Overworld while blind -don't "walk quietly" while levitating -fix message handling when multiple shopkeepers are present at end of game -'C' command can't name shopkeepers or temple priests and other minions -when "of " is intentionally being suppressed, an aligned or high - priestess would be described as an aligned or high priest -specifying role and/or race along with an invalid alignment for it/them in - NETHACKOPTIONS or config file would yield a prompt which misleadingly - mentioned the rejected alignment when asking player to pick alignment -temple donation can recover protection previously stolen by attrcurse attack - even when protection amount is so big that no increment would be given -display the invisible monster glyph ('I') whenever an unseen monster forces - poly'd hero out of hiding -escape the deleted trap after performing the invocation while trapped -use alternate phrasing when life drain attack affects non-living creature -bypass "wait! there's a creature hidden there" when attacking a hidden monster - sensed by ongoing monster detection -remove makedefs.c dependency that time_t and long are the same size -terminal window set to 21 lines can cause a crash during player selection - menus; have bot() check for valid youmonst.data -free storage used to hold region messages in free_region() -honor pushweapon when applying a tool or weapon causes it to become wielded -in the quest, if the locate level hasn't been reached yet, don't fall or - randomly teleport past it -fix phrasing in monster against monster attack feedback when attacker is - wielding stacked weapons -don't place hero on top of monster when arriving on level which is so full - that the monster can't be moved out of the way -have to see a divine gift in order to have it become a discovery -honor the never-in-hell flag when selecting random monster type for corpses, - eggs, figurines, and statues created in Gehennom -hero is not subject to light-based blindness while fainted from hunger -engraving while underwater should use surface() which handles that case -prevent obj_is_local panic during bones creation when splattered burning oil - from a thrown potion of oil kills the hero -don't leave lit potion intact when splattered burning oil from broken floor - potion kills the hero -fix region timeout detection, caused strange display of stinking cloud - while wearing the Eyes of the Overworld -try to keep migrating monsters from escaping the wizard tower -affected monsters should always respect "Elbereth" -try harder to keep dragged chain between ball and hero -fireproof containers should not burn in lava -fix invalid pointer dereference after applying a wielded cream pie -avoid drowned in a drowning and burned by burning if life-saving is inadequate -reveal hidden monsters who change levels or are magically summoned -hero can't carry an unlimited number of boulders when poly'd into a giant -prevent very large number of objects in # inventory slot from causing - buffer overflow -!fixinv config was using arbitrary characters instead of # for invent overflow -don't report death by petrification if cockatrice kills hero via HP loss -Riders are immune to green slime -Rider corpses can't be engulfed by gelatinous cubes -wielding a cloak of magic resistance or gray dragon scales, or carrying one in - alternate weapon or quiver inventory slot, conferred magic resistance - to polymorphed hero -wielding a potion of blindness or carrying one in alternate weapon or quiver - slot conferred resistance against light-based blindness to any hero -zapping closing or breaking magic up or down from beneath an open drawbridge's - portcullis failed if bridge orientation was north-to-south (Valk quest) -sinking into lava didn't track passage of time properly -sinking into lava eventually burns away slime; sitting in it always does -after escaping lava by foot, if hero doesn't move he'll fall back in -suppress corpse from bones data if death is due to being dissolved in lava -suppress "you rise from the dead" if game ends due to be turned into slime -don't give erroneous " disppears" message for hero poly'd into quantum - mechanic who hits engulfer while swallowed and blinded -feedback from casting spell of protection was wrong in some situations -can't engrave on floor while inside solid rock, wall, or closed door -remove engravings at drawbridge location when it is opened, closed, or wrecked -monster killed in midst of multi-shot volley throwing/shooting might cause - freed memory to be accessed, potentially triggering a crash -can't arm bear traps or land mines on Planes of Air or Water -statues that "come to life" when trap activates shouldn't start out sleeping -shopkeepers and priests wouldn't step on graves put in their rooms by bones -can't throw if poly'd into form which lacks hands -can't eat an artifact you're unable to touch -attempting to kick beyond map edge performed an out of array bounds memory - access; symptom seen was "show_glyph: bad pos" warning when blind -attempting to engrave with an empty wand should always use a turn -don't access freed memory after engraving "wrests one last charnge" from wand -a magic portal could be rendered inactive for the hero if a successful - hangup save took place during level change; leaving the level by any - means other than triggering the portal would reactivate it -hero wasn't allowed to affix candles to the candelabrum while underwater -non-unicorn horn healing magic which cures sickness now also cures vomiting -vomiting/nauseated state is included in enlightenment feedback -vomiting countdown actually triggered the final vomit code twice -rats aren't capable of vomiting -fireproof, non-rustable weapon would be revealed as fireproof by hitting a - rust-causing target; ditto for fixed crysknife -surviving choking while eating various foods (cockatrice egg, fortune cookie, - wolfsbane, others) didn't carry through to those foods' side-effects -shapechangers who take on mimic or hider form will mimic or hide when feasible -avoid War message if tinning a Rider corpse fails -prevent long messages from triggering access violation or segmentation fault - due to buffer overflow in pline() -cursed corpse wielded by a monster isn't welded to its hand or paw -fix grammar errors in samurai quest, wakarimasu ka? -fix spelling of Dr Dolittle -hero's sleep resistance shouldn't protect steed from sleeping gas trap -dropped wielded, in use leash should remain in inventory, since it's in-use -wielded, in use leash can't be snatched by whip-wielding monster -when using two weapons at once, whip-wielding monster can target either one -can't #force floor item while engulfed, levitating, or unskilled riding -can't lock or unlock doors while engulfed -if hero or monster standing on opened drawbridge survives its destruction, - fall into water or lava instead of remaining on top -don't give a speed change message when an immobile monster is seen to be hit - by a wand of speed or slow monster -when shopkeeper "gratefully inherits possessions" of hero who dies in shop - doorway without owing the shop, move those items inside shop for bones -dying in a shop while wielding two weapons could cause "Setworn: mask" warning -make score file processing more bullet proof to avoid potential security issue -towel equipped in weapon, alternate weapon, or quiver slot can be applied -lit candle or potion of oil which burned out while equipped would leave stale - weapon/alternate-weapon/quiver pointer that could cause panic or crash -wielded/worn figurine which auto-transformed had same stale pointer bug -likewise with casting stone-to-flesh on self for figurine of non-veggy monst -format names of not yet id'd artifacts such that obj type shows for non-weapons -make quest leader and nemesis be unlikely to be affected by traps -use a more precise jumping path for far, non-straight line destinations -increase damage bonus applies when kicking while polymorphed into a monster - form which has a kicking attack, just like for other kicks -if magically removing steed's saddle is fatal, don't leave it saddled in bones -charging prompt used wrong criteria when deciding whether to list rings -an orc (or gnome) will respond to #chat if hero is also an orc (or gnome) -kicking at "empty space" has side-effects so should use current turn -using weapon to kill tame engulfer from inside triggered "placing defunct - monster onto map?" warning -nymphs could steal carried boulders -amnesia of object discoveries would never forget the very last one -code controlling item drops by small monsters still used pre-3.1.0 weight -monsters who want the Amulet won't attack the Wizard to try to get it -opening or closing the castle drawbridge via music consumes a turn -could get "suddenly you cannot see the " while invisible mon remained - displayed due to telepathy or extended detection -cutting a long worm in half would trigger segfault/accvio crash if the hit - took parent down to 1 hit point or if long worms had become extinct -cutting a level 0 long worm in half produced a new worm with 0 hit points -blinded invisible hero can't see self as invisible via ';' or '/' -a hangup save while picking up gold from shop floor could duplicate that gold -jellyfish do not technically have a head -potion explosion during failed alchemy should awaken nearby monsters -lit south wall of C quest leader's room contained dark gap at secret door spot -archeologist shouldn't start with sling skill by carrying slingable touchstone -ensure current_fruit gets set to the correct index when setting fruit - option to existing entry whose fid is not the highest -monsters already wearing suits can't put on shirts -if life-saved steed became untame, repeated "placing steed onto map?" warnings - would be given as long as the hero remained mounted -trying to move down while levitating said "you are floating high above floor" - even when being stuck in floor or lava blocked full levitation -hero poly'd into mimic and hiding as an object via #monster didn't unhide - when polymorphing into non-mimic -message "You hit the with all your might." could be issued if a boulder - went away while it was being dug/broken with a pick-axe -prevent "object lost" panic if/when drinking a wielded potion of polymorph - causes hero's new form to drop weapon -documentation tidbit: change Guidebook and in-game help for pickup_burden - option to match game's 'O' command ("Unencumbered", not "Unburdened") -writing while blind no longer possible for books, might fail for scrolls -blanking items in pools while blind shouldn't reveal new obj description - for ones which had been seen before becoming blind -avoid infinite loop in topten output when killed by long-named monster -grid bug could move diagonally 1 step using travel command -unpaid shop items stolen from hero by a monster remained on hero's shop bill -some actions taken when blind would yield "Wait! That's a monster!" (for a - mimic posing as a door) but not display the unseen monster glyph -#untrap toward known trap location containing concealed mimic would yield - "{The mimic|It} {is in the way|isn't trapped}." but not reveal mimic -when polymorphed into an opposite sex monster, if you then become a new - human while failing to polymorph into something else, you'd be told - "you feel like a new man" for female or "a new woman" for male -the weight of a non-cursed bag of holding was sometimes off by 1 unit -for number_pad:2 (MSDOS compatibility), M-5 (Alt+5, or Shift+keypad5 using - MSDOS/Windows keystroke hackery) didn't function as G movement prefix -objects inside the Wizard's Tower can't be teleport to outside and vica versa -unlit candelabrum would become unlightable if its candles had exactly 1 turn - of fuel left and it was applied anywhere other than the invocation spot -temporary loss of Dex from wounded legs will become permanent if it occurs - while mounted and hero dismounts before steed's legs have healed -character escape sequence handling during options processing was vulernable - to malformed escapes and could potentially be abused to clobber the - stack and launch a buffer overrun attack -fix message typo, "you sold some items inside for N gold piecess" -fix bug preventing stone-resistant monsters w/o gloves from wielding cockatrices - - -Platform- and/or Interface-Specific Fixes ------------------------------------------ -tty: when loading user's run-time configuration, explicitly negating one of - {DEC,IBM,MAC}graphics options after enabling another of them switched - to regular ASCII and left the earlier option inaccurately set to "on" -tty+GOLDOBJ: dropping or looting by menu wouldn't honor a count for gold -unix: remove use of parentheses in nethack man page usage that confused a - man page conversion tool -unix,vms: allow digits after first character in name at "Who are you?" prompt -vms: the DLB configuration could fail to build if a file without a dot - in its name happened to match a logical name -winCE: disable processing of double-click messages if the first click - causes map to scroll -winCE: help text windows close immediately after open (unhandled WM_KEYDOWN in mhtext.c) -winCE: correct coordinates used by action button -winCE: wrap/unwrap text option for text windows -winCE: hardware keyboard detection -winCE: hide keypad when hardware keyboard is present -winCE: backport message window highlighting from winnt port -winCE: new icon with recommended image sizes -pocketpc: menu window closes on up/down keys from first/last position -smartphone: do not translate input when command helper is hidden (fixes - Motorola Q keyboard bug) -smartphone: new keypad layouts -smartphone: wizard mode command layout -smartphone: option to feed arbitrary text as a command to nethack core -Windows: starting a game with nethack.exe (tty) and saving, then restoring - and finishing with nethackW.exe (win32) would display the high scores - output in a series of popup windows, one for each line of text -Windows, probably MSDOS and OS/2: attempting to use very first false rumor - for cookie fortune or random engraving could produce garbled text - when rumors.tru had CR+LF line ends instead of Unix-style LF lines -X11: ensure vertical scrollbar shows up in text display windows -X11: fix typo in mouse click sanity check; result might have pointed to - spurious location after window resizing -unix/Qt: saved games were not found if nethack was built with prefixes in use -FreeBSD: compilation problems on FreeBSD 6.1 -linux: compile support for TIOCGWINSZ by default -#if CLIPPING: during teleport or hurtle, re-clip the map immediately instead - of waiting until hero's next move - - -General New Features --------------------- -when you're teetering on the edge of a pit you can use '>' to enter the pit -when asked for a direction, a response of '?' yields help and then asks again -when adding an item to inventory, try to stack it with the quiver slot - before trying against other carried objects -#adjust can be used to split an inventory stack -cockatrice meat has a distinct flavor to some -wish request for " armor" will match item named " mail" -Fire Brand and Frost Brand have a chance to avoid taking rust damage -support ^R (and ^L in numpad mode) to request display repaint during direction - choosing and location choosing prompting modes -intelligent pets will use keys to unlock doors -destroyed drawbridge leaves some iron chains -give feedback when a nearby monster grows into a stronger form -familiars are now created without any starting inventory -using the 'f' command when quiver is empty will fill quiver with player's - response to the "what to throw?" prompt -breaking a wand with the apply command has a chance to wrest an extra charge - - -Platform- and/or Interface-Specific New Features ------------------------------------------------- -