From a968765a4f38c8896feddeaa66d7a33a73ab8256 Mon Sep 17 00:00:00 2001 From: PatR Date: Tue, 19 Jan 2016 01:46:13 -0800 Subject: [PATCH] status conditions in Guidebook Update the Guidebook to reflect the recently added conditions displayed on the status lines. --- doc/Guidebook.mn | 43 +- doc/Guidebook.tex | 50 +- doc/Guidebook.txt | 1628 ++++++++++++++++++++++----------------------- 3 files changed, 885 insertions(+), 836 deletions(-) diff --git a/doc/Guidebook.mn b/doc/Guidebook.mn index aeeaf2621..f03853b6c 100644 --- a/doc/Guidebook.mn +++ b/doc/Guidebook.mn @@ -342,14 +342,37 @@ show only your experience level here. The number of turns elapsed so far, displayed if you have the .op time option set. -.lp "Hunger status -Your current hunger status, ranging from \fBSatiated\fP down to -\fBFainting\fP. If your hunger status is normal, it is not displayed. -.pg -Additional status flags may appear after the hunger status: \fBConf\fP -when you're confused, \fBFoodPois\fP or \fBIll\fP -when sick, \fBBlind\fP when you can't -see, \fBStun\fP when stunned, and \fBHallu\fP when hallucinating. +.lp Status +Hunger: +your current hunger status. +Values are \fBSatiated\fP, \fBNot Hungry\fP (or \fBNormal\fP), +\fBHungry\fP, \fBWeak\fP, and \fBFainting\fP. +.\" not mentioned: Fainted +Not shown when \fBNormal\fP. +.lp "" +Encumbrance: +an indication of how what your are carrying affects your ability to move. +Values are \fBUnencumbered\fP, \fBEncumbered\fP, \fBStressed\fP, +\fBStrained\fP, \fBOvertaxed\fP, and \fBOverloaded\fP. +Not shown when \fBUnencumbered\fP. +.lp "" +Fatal conditions: +\fBStone\fP (aka \fBPetrifying\fP, turning to stone), +\fBSlime\fP (turning into green slime), +\fBStrngl\fP (being strangled), +\fBFoodPois\fP (suffering from acute food poisoning), +\fBTermIll\fP (suffering from a terminal illness). +.lp "" +Non-fatal conditions: +\fBBlind\fP (can't see), \fBDeaf\fP (can't hear), +\fBStun\fB (stunned), \fBConf\fP (confused), \fBHallu\fP (hallucinating). +.lp "" +Movement modifiers: +\fBLev\fP (levitating), \fBFly\fP (flying), \fBRide\fP (riding). +.lp "" +Other conditions and modifiers exist, but there isn't enough room to +display them with the other status fields. The `^X' command shows +all relevant status conditions. .hn 2 The message line (top) .pg @@ -429,8 +452,8 @@ of the Mazes of Menace. Watch out, they can be nasty and vicious. Sometimes, however, they can be helpful. .lp I This marks the last known location of an invisible or otherwise unseen -monster. Note that the monster could have moved. The 'F' and 'm' commands -may be useful here. +monster. Note that the monster could have moved. +The `F' and `m' commands may be useful here. .pg You need not memorize all these symbols; you can ask the game what any symbol represents with the `/' command (see the next section for diff --git a/doc/Guidebook.tex b/doc/Guidebook.tex index 31c7db6d9..110f4248c 100644 --- a/doc/Guidebook.tex +++ b/doc/Guidebook.tex @@ -405,16 +405,42 @@ show only your experience level here. The number of turns elapsed so far, displayed if you have the {\it time\/} option set. %.lp -\item[\bb{Hunger Status}] -Your current hunger status, ranging from % -{\it Satiated\/} down to {\it Fainting}. If your hunger status is normal, -it is not displayed. -%.pg -Additional status flags may appear after the hunger status: -{\it Conf\/} when you're confused, {\it FoodPois\/} or {\it Ill\/} -when sick, {\it Blind\/} -when you can't see, {\it Stun\/} when stunned, and {\it Hallu\/} when -hallucinating. +\item[\bb{Status}] +Hunger: +your current hunger status. +Values are {\it Satiated}, {\it Not~Hungry\/} (or {\it Normal\/}), +{\it Hungry}, {\it Weak}, and {\it Fainting}. +%.\" not mentioned: Fainted +Not shown when {\it Normal}. + +%.lp "" +Encumbrance: +an indication of how what your are carrying affects your ability to move. +Values are {\it Unencumbered}, {\it Encumbered}, {\it Stressed}, +{\it Strained}, {\it Overtaxed}, and {\it Overloaded}. +Not shown when {\it Unencumbered}. + +%.lp "" +Fatal~conditions: +{\it Stone\/} (aka {\it Petrifying}, turning to stone), +{\it Slime\/} (turning into green slime), +{\it Strngl\/} (being strangled), +{\it FoodPois\/} (suffering from acute food poisoning), +{\it TermIll\/} (suffering from a terminal illness). + +%.lp "" +Non-fatal~conditions: +{\it Blind\/} (can't see), {\it Deaf\/} (can't hear), +{\it Stun\/} (stunned), {\it Conf\/} (confused), {\it Hallu\/} (hallucinating). + +%.lp "" +Movement~modifiers: +{\it Lev\/} (levitating), {\it Fly\/} (flying), {\it Ride\/} (riding). + +%.lp "" +Other conditions and modifiers exist, but there isn't enough room to +display them with the other status fields. The `{\tt \^{}X}' command shows +all relevant status conditions. \elist %.hn 2 @@ -529,8 +555,8 @@ Sometimes, however, they can be helpful. %.lp \item[\tb{I}] This marks the last known location of an invisible or otherwise unseen -monster. Note that the monster could have moved. The `F' and `m' commands -may be useful here. +monster. Note that the monster could have moved. +The `{\tt F}' and `{\tt m}' commands may be useful here. \elist %.pg diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt index 971dbe7c0..54cc1048c 100644 --- a/doc/Guidebook.txt +++ b/doc/Guidebook.txt @@ -406,14 +406,30 @@ The number of turns elapsed so far, displayed if you have the time option set. - Hunger status - Your current hunger status, ranging from Satiated down to - Fainting. If your hunger status is normal, it is not dis- - played. + Status + Hunger: your current hunger status. Values are Satiated, + Not Hungry (or Normal), Hungry, Weak, and Fainting. Not + shown when Normal. - Additional status flags may appear after the hunger status: - Conf when you're confused, FoodPois or Ill when sick, Blind when - you can't see, Stun when stunned, and Hallu when hallucinating. + Encumbrance: an indication of how what your are carrying af- + fects your ability to move. Values are Unencumbered, Encum- + bered, Stressed, Strained, Overtaxed, and Overloaded. Not + shown when Unencumbered. + + Fatal conditions: Stone (aka Petrifying, turning to stone), + Slime (turning into green slime), Strngl (being strangled), + FoodPois (suffering from acute food poisoning), TermIll + (suffering from a terminal illness). + + Non-fatal conditions: Blind (can't see), Deaf (can't hear), + Stun (stunned), Conf (confused), Hallu (hallucinating). + + Movement modifiers: Lev (levitating), Fly (flying), Ride + (riding). + + Other conditions and modifiers exist, but there isn't enough + room to display them with the other status fields. The `^X' + command shows all relevant status conditions. 3.2. The message line (top) @@ -438,33 +454,33 @@ - and | The walls of a room, or an open door. Or a grave (|). - . The floor of a room, ice, or a doorless doorway. - # A corridor, or iron bars, or a tree, or possibly a kitchen - sink (if your dungeon has sinks), or a drawbridge. - > Stairs down: a way to the next level. + NetHack 3.6 January 18, 2016 - < Stairs up: a way to the previous level. - + A closed door, or a spellbook containing a spell you may be - able to learn. - @ Your character or a human. - $ A pile of gold. + NetHack Guidebook 8 - NetHack 3.6 January 18, 2016 + . The floor of a room, ice, or a doorless doorway. + # A corridor, or iron bars, or a tree, or possibly a kitchen + sink (if your dungeon has sinks), or a drawbridge. + > Stairs down: a way to the next level. + < Stairs up: a way to the previous level. - NetHack Guidebook 8 + + A closed door, or a spellbook containing a spell you may be + able to learn. + @ Your character or a human. + $ A pile of gold. ^ A trap (once you have detected it). @@ -505,9 +521,20 @@ habitants of the Mazes of Menace. Watch out, they can be nasty and vicious. Sometimes, however, they can be helpful. + + NetHack 3.6 January 18, 2016 + + + + + + NetHack Guidebook 9 + + + I This marks the last known location of an invisible or other- wise unseen monster. Note that the monster could have - moved. The 'F' and 'm' commands may be useful here. + moved. The `F' and `m' commands may be useful here. You need not memorize all these symbols; you can ask the game what any symbol represents with the `/' command (see the @@ -520,18 +547,6 @@ Some commands, like ``search'', do not require that any more in- formation be collected by NetHack. Other commands might require additional information, for example a direction, or an object to - - - NetHack 3.6 January 18, 2016 - - - - - - NetHack Guidebook 9 - - - be used. For those commands that require additional information, NetHack will present you with either a menu of choices or with a command line prompt requesting information. Which you are pre- @@ -571,6 +586,18 @@ done by moving the cursor to a particular spot on the map and then pressing one of `.', `,', `;', or `:'. `.' will explain the symbol at the chosen location, conditionally + + + NetHack 3.6 January 18, 2016 + + + + + + NetHack Guidebook 10 + + + check for ``More info?'' depending upon whether the help op- tion is on, and then you will be asked to pick another loca- tion; `,' will explain the symbol but skip any additional @@ -586,18 +613,6 @@ what you see at each location is shown as you move the cur- sor. Typing `#' while picking a location will toggle that option on or off. The whatis_coord option controls whether - - - NetHack 3.6 January 18, 2016 - - - - - - NetHack Guidebook 10 - - - the short description includes map coordinates. Specifying a name rather than a location always gives any @@ -637,32 +652,31 @@ Go in that direction until you hit a wall or run into some- thing. - m[yuhjklbn] - Prefix: move without picking up objects or fighting (even - if you remember a monster there) - - F[yuhjklbn] - Prefix: fight a monster (even if you only guess one is - there) - M[yuhjklbn] - Prefix: move far, no pickup. - g[yuhjklbn] - Prefix: move until something interesting is found. + NetHack 3.6 January 18, 2016 - NetHack 3.6 January 18, 2016 + NetHack Guidebook 11 + m[yuhjklbn] + Prefix: move without picking up objects or fighting (even + if you remember a monster there) - NetHack Guidebook 11 + F[yuhjklbn] + Prefix: fight a monster (even if you only guess one is + there) + M[yuhjklbn] + Prefix: move far, no pickup. + g[yuhjklbn] + Prefix: move until something interesting is found. G[yuhjklbn] or [yuhjklbn] Prefix: same as `g', but forking of corridors is not con- @@ -703,32 +717,29 @@ Ex. ``d7a'' means drop seven items of object a. - D Drop several things. - - In answer to the question - - ``What kinds of things do you want to drop? [!%= BUCXaium]'' - - you should type zero or more object symbols possibly fol- - lowed by `a' and/or `i' and/or `u' and/or `m'. In addition, - one or more of the blessed/uncursed/cursed groups may be - typed. + NetHack 3.6 January 18, 2016 - NetHack 3.6 January 18, 2016 + NetHack Guidebook 12 + D Drop several things. - NetHack Guidebook 12 + In answer to the question + ``What kinds of things do you want to drop? [!%= BUCXaium]'' + you should type zero or more object symbols possibly fol- + lowed by `a' and/or `i' and/or `u' and/or `m'. In addition, + one or more of the blessed/uncursed/cursed groups may be + typed. DB - drop all objects known to be blessed. DU - drop all objects known to be uncursed. @@ -774,17 +785,6 @@ IX - list all items whose bless/curse status is known; I$ - count your money. - o Open a door. - - O Set options. - - A menu showing the current option values will be displayed. - You can change most values simply by selecting the menu en- - try for the given option (ie, by typing its letter or click- - ing upon it, depending on your user interface). For the - non-boolean choices, a further menu or prompt will appear - once you've closed this menu. The available options are - NetHack 3.6 January 18, 2016 @@ -796,6 +796,16 @@ + o Open a door. + + O Set options. + + A menu showing the current option values will be displayed. + You can change most values simply by selecting the menu en- + try for the given option (ie, by typing its letter or click- + ing upon it, depending on your user interface). For the + non-boolean choices, a further menu or prompt will appear + once you've closed this menu. The available options are listed later in this Guidebook. Options are usually set be- fore the game rather than with the `O' command; see the sec- tion on options below. @@ -841,26 +851,24 @@ `T' command below. It lists armor as the inventory choices but will accept an accessory and attempt to remove it.) - ^R Redraw the screen. - - s Search for secret doors and traps around you. It usually - takes several tries to find something. - - S Save (and suspend) the game. The game will be restored au- - tomatically the next time you play. + NetHack 3.6 January 18, 2016 - NetHack 3.6 January 18, 2016 + NetHack Guidebook 14 - NetHack Guidebook 14 + ^R Redraw the screen. + s Search for secret doors and traps around you. It usually + takes several tries to find something. + S Save (and suspend) the game. The game will be restored au- + tomatically the next time you play. t Throw an object or shoot a projectile. @@ -907,15 +915,7 @@ weapon slot. The latter is used as your secondary weapon when engaging in - two-weapon combat. Note that if one of these slots is emp- - ty, the exchange still takes place. - - X Toggle two-weapon combat, if your character can do it. Also - available via the ``#twoweapon'' extended command. - - (In versions prior to 3.6 this was the command to switch - from normal play to "explore mode", also known as "discovery - mode", which has now been moved to ``#explore''.) + two-weapon combat. Note that if one of these slots is NetHack 3.6 January 18, 2016 @@ -928,6 +928,15 @@ + empty, the exchange still takes place. + + X Toggle two-weapon combat, if your character can do it. Also + available via the ``#twoweapon'' extended command. + + (In versions prior to 3.6 this was the command to switch + from normal play to "explore mode", also known as "discovery + mode", which has now been moved to ``#explore''.) + ^X Display basic information about your character. Displays name, role, race, gender (unless role name makes @@ -970,15 +979,6 @@ ( Tell what tools you are using. - * Tell what equipment you are using. - - Combines the preceding five type-specific commands into one. - - $ Count your gold pieces. - - + List the spells you know. - - __________ (R)UNIX is a registered trademark of AT&T. @@ -994,6 +994,14 @@ + * Tell what equipment you are using. + + Combines the preceding five type-specific commands into one. + + $ Count your gold pieces. + + + List the spells you know. + Using this command, you can also rearrange the order in which your spells are listed, either by sorting the entire list or by picking one spell from the menu then picking an- @@ -1039,26 +1047,26 @@ #chat Talk to someone. - #conduct - List voluntary challenges you have maintained. - See the section below entitled ``Conduct'' for details. - #dip - Dip an object into something. + NetHack 3.6 January 18, 2016 - NetHack 3.6 January 18, 2016 + NetHack Guidebook 17 - NetHack Guidebook 17 + #conduct + List voluntary challenges you have maintained. + See the section below entitled ``Conduct'' for details. + #dip + Dip an object into something. #enhance Advance or check weapon and spell skills. @@ -1106,14 +1114,6 @@ overview is chosen during end-of-game disclosure, every vis- ited level will be included regardless of annotations. - #pray - Pray to the gods for help. - - Praying too soon after receiving prior help is a bad idea. - (Hint: entering the dungeon alive is treated as having re- - ceived help. You probably shouldn't start off a new game by - praying right away.) Since using this command by accident - can cause trouble, there is an option to make you confirm NetHack 3.6 January 18, 2016 @@ -1126,6 +1126,14 @@ + #pray + Pray to the gods for help. + + Praying too soon after receiving prior help is a bad idea. + (Hint: entering the dungeon alive is treated as having re- + ceived help. You probably shouldn't start off a new game by + praying right away.) Since using this command by accident + can cause trouble, there is an option to make you confirm your intent before praying. It is enabled by default, and you can reset the paranoid_confirmation option to disable it. @@ -1173,14 +1181,6 @@ #version Print compile time options for this version of NetHack. - #wipe - Wipe off your face. - - #? - Help menu: get the list of available extended commands. - - - NetHack 3.6 January 18, 2016 @@ -1192,6 +1192,12 @@ + #wipe + Wipe off your face. + + #? + Help menu: get the list of available extended commands. + If your keyboard has a meta key (which, when pressed in com- bination with another key, modifies it by setting the `meta' [8th, or `high'] bit), you can invoke many extended commands by @@ -1239,24 +1245,24 @@ M-q #quit - M-r #rub - M-R #ride - M-s #sit + NetHack 3.6 January 18, 2016 - NetHack 3.6 January 18, 2016 + NetHack Guidebook 20 - NetHack Guidebook 20 + M-r #rub + M-R #ride + M-s #sit M-t #turn @@ -1306,12 +1312,6 @@ doors; you can walk right through. Others have doors in them, which may be open, closed, or locked. To open a closed door, use the `o' (open) command; to close it again, use the `c' (close) - command. - - You can get through a locked door by using a tool to pick - the lock with the `a' (apply) command, or by kicking it open with - the `^D' (kick) command. - NetHack 3.6 January 18, 2016 @@ -1324,6 +1324,12 @@ + command. + + You can get through a locked door by using a tool to pick + the lock with the `a' (apply) command, or by kicking it open with + the `^D' (kick) command. + Open doors cannot be entered diagonally; you must approach them straight on, horizontally or vertically. Doorways without doors are not restricted in this fashion. @@ -1372,12 +1378,6 @@ and reactivated. If you're moving to a level which has not yet been visited, it will be created (from scratch for most random levels, from a template for some ``special'' levels, or loaded - from the remains of an earlier game for a ``bones'' level as - briefly described below). Monsters are only active on the cur- - rent level; those on other levels are essentially placed into - stasis. - - NetHack 3.6 January 18, 2016 @@ -1390,6 +1390,11 @@ + from the remains of an earlier game for a ``bones'' level as + briefly described below). Monsters are only active on the cur- + rent level; those on other levels are essentially placed into + stasis. + Ordinarily when you climb a set of stairs, you will arrive on the corresponding staircase at your destination. However, pets (see below) and some other monsters will follow along if @@ -1439,11 +1444,6 @@ current shop debt or credit, if any. The `Iu' command lists un- paid items (those which still belong to the shop) if you are car- rying any. The `Ix' command shows an inventory-like display of - any unpaid items which have been used up, along with other shop - fees, if any. - - - NetHack 3.6 January 18, 2016 @@ -1456,6 +1456,9 @@ + any unpaid items which have been used up, along with other shop + fees, if any. + 5.5.1. Shop idiosyncracies Several aspects of shop behavior might be unexpected. @@ -1507,9 +1510,6 @@ your intent. By default an answer of 'y' acknowledges that in- tent, which can be error prone if you're using 'y' to move. You can set the paranoid_confirmation option to require a response of - "yes" instead. - - NetHack 3.6 January 18, 2016 @@ -1522,6 +1522,8 @@ + "yes" instead. + If you can't see a monster (if it is invisible, or if you are blinded), the symbol `I' will be shown when you learn of its presence. If you attempt to walk into it, you will try to fight @@ -1571,11 +1573,9 @@ Riding skill is managed by the `#enhance' command. See the section on Weapon proficiency for more information about that. - 6.4. Bones levels - You may encounter the shades and corpses of other adventur- - ers (or even former incarnations of yourself!) and their personal - effects. Ghosts are hard to kill, but easy to avoid, since + + NetHack 3.6 January 18, 2016 @@ -1588,6 +1588,11 @@ + 6.4. Bones levels + + You may encounter the shades and corpses of other adventur- + ers (or even former incarnations of yourself!) and their personal + effects. Ghosts are hard to kill, but easy to avoid, since they're slow and do little damage. You can plunder the deceased adventurer's possessions; however, they are likely to be cursed. Beware of whatever killed the former player; it is probably still @@ -1636,12 +1641,7 @@ same description are the same type. However, the descriptions will vary from game to game. - When you use one of these objects, if its effect is obvious, - NetHack will remember what it is for you. If its effect isn't - extremely obvious, you will be asked what you want to call this - type of object so you will recognize it later. You can also use - the ``#name'' command, or its synonym `C', for the same purpose - at any time, to name all objects of a particular type or just an + NetHack 3.6 January 18, 2016 @@ -1654,6 +1654,12 @@ + When you use one of these objects, if its effect is obvious, + NetHack will remember what it is for you. If its effect isn't + extremely obvious, you will be asked what you want to call this + type of object so you will recognize it later. You can also use + the ``#name'' command, or its synonym `C', for the same purpose + at any time, to name all objects of a particular type or just an individual object. When you use ``#name'' on an object which has already been named, specifying a space as the value will remove the prior name instead of assigning a new one. @@ -1702,12 +1708,6 @@ gratuitously try to kill you. You need weapons for self-defense (killing them first). Without a weapon, you do only 1-2 hit points of damage (plus bonuses, if any). Monk characters are an - exception; they normally do much more damage with bare hands than - they do with weapons. - - There are wielded weapons, like maces and swords, and thrown - weapons, like arrows and spears. To hit monsters with a weapon, - you must wield it and attack them, or throw it at them. You can NetHack 3.6 January 18, 2016 @@ -1720,6 +1720,12 @@ + exception; they normally do much more damage with bare hands than + they do with weapons. + + There are wielded weapons, like maces and swords, and thrown + weapons, like arrows and spears. To hit monsters with a weapon, + you must wield it and attack them, or throw it at them. You can simply elect to throw a spear. To shoot an arrow, you should first wield a bow, then throw the arrow. Crossbows shoot cross- bow bolts. Slings hurl rocks and (other) stones (like gems). @@ -1769,12 +1775,6 @@ `f' (fire, an alternative way of throwing), `Q' (quiver), `x' (exchange), `#twoweapon', and `#enhance' (see below). - 7.2.1. Throwing and shooting - - You can throw just about anything via the `t' command. It - will prompt for the item to throw; picking `?' will list things - in your inventory which are considered likely to be thrown, or - NetHack 3.6 January 18, 2016 @@ -1786,6 +1786,11 @@ + 7.2.1. Throwing and shooting + + You can throw just about anything via the `t' command. It + will prompt for the item to throw; picking `?' will list things + in your inventory which are considered likely to be thrown, or picking `*' will list your entire inventory. After you've chosen what to throw, you will be prompted for a direction rather than for a specific target. The distance something can be thrown de- @@ -1831,15 +1836,10 @@ your role, your experience level, and use of the weapons. For the purposes of proficiency, weapons have been divided - up into various groups such as daggers, broadswords, and - polearms. Each role has a limit on what level of proficiency a - character can achieve for each group. For instance, wizards can - become highly skilled in daggers or staves but not in swords or - bows. - - The `#enhance' extended command is used to review current - weapons proficiency (also spell proficiency) and to choose which - skill(s) to improve when you've used one or more skills enough to + up into various groups such as daggers, broadswords, and + polearms. Each role has a limit on what level of proficiency a + character can achieve for each group. For instance, wizards can + become highly skilled in daggers or staves but not in swords or NetHack 3.6 January 18, 2016 @@ -1852,6 +1852,11 @@ + bows. + + The `#enhance' extended command is used to review current + weapons proficiency (also spell proficiency) and to choose which + skill(s) to improve when you've used one or more skills enough to become eligible to do so. The skill rankings are ``none'' (some- times also referred to as ``restricted'', because you won't be able to advance), ``unskilled'', ``basic'', ``skilled'', and @@ -1901,11 +1906,6 @@ first wield the intended secondary, swap it to off hand, and then wield the primary. - The whole process can be simplified via use of the push- - weapon option. When it is enabled, then using 'w' to wield some- - thing causes the currently wielded weapon to become your alter- - nate weapon. So the sequence 'w', 'w' can be used to first wield - the weapon you intend to be secondary, and then wield the one you NetHack 3.6 January 18, 2016 @@ -1918,6 +1918,11 @@ + The whole process can be simplified via use of the push- + weapon option. When it is enabled, then using 'w' to wield some- + thing causes the currently wielded weapon to become your alter- + nate weapon. So the sequence 'w', 'w' can be used to first wield + the weapon you intend to be secondary, and then wield the one you want as primary which will push the first into secondary posi- tion. @@ -1967,11 +1972,6 @@ lowering your armor class one unit further to 4. When you put on a piece of armor, you immediately find out the armor class and any ``plusses'' it provides. Cursed pieces of armor usually have - negative enchantments (minuses) in addition to being unremovable. - - Many types of armor are subject to some kind of damage like - rust. Such damage can be repaired. Some types of armor may in- - hibit spell casting. NetHack 3.6 January 18, 2016 @@ -1984,6 +1984,12 @@ + negative enchantments (minuses) in addition to being unremovable. + + Many types of armor are subject to some kind of damage like + rust. Such damage can be repaired. Some types of armor may in- + hibit spell casting. + The commands to use armor are `W' (wear) and `T' (take off). The `A' command can also be used to take off armor as well as other worn items. @@ -2032,12 +2038,6 @@ NetHack know where to look for new mail by setting the ``MAIL'' environment variable to the file name of your mailbox. You may also want to set the ``MAILREADER'' environment variable to the - file name of your favorite reader, so NetHack can shell to it - when you read the scroll. On versions of NetHack where mail is - randomly generated internal to the game, these environment vari- - ables are ignored. You can disable the mail daemon by turning - off the mail option. - NetHack 3.6 January 18, 2016 @@ -2050,6 +2050,12 @@ + file name of your favorite reader, so NetHack can shell to it + when you read the scroll. On versions of NetHack where mail is + randomly generated internal to the game, these environment vari- + ables are ignored. You can disable the mail daemon by turning + off the mail option. + The command to read a scroll is `r'. 7.6. Potions (`!') @@ -2098,12 +2104,6 @@ The command to use a wand is `z' (zap). To break one, use the `a' (apply) command. - 7.8. Rings (`=') - - Rings are very useful items, since they are relatively per- - manent magic, unlike the usually fleeting effects of potions, - scrolls, and wands. - NetHack 3.6 January 18, 2016 @@ -2116,6 +2116,12 @@ + 7.8. Rings (`=') + + Rings are very useful items, since they are relatively per- + manent magic, unlike the usually fleeting effects of potions, + scrolls, and wands. + Putting on a ring activates its magic. You can wear only two rings, one on each ring finger. @@ -2164,12 +2170,6 @@ slots are shared with weapons skills. (See also the section on ``Weapon proficiency''.) - Casting a spell also requires flexible movement, and wearing - various types of armor may interfere with that. - - The command to read a spellbook is the same as for scrolls, - `r' (read). The `+' command lists each spell you know along with - its level, skill category, chance of failure when casting, and an NetHack 3.6 January 18, 2016 @@ -2182,6 +2182,12 @@ + Casting a spell also requires flexible movement, and wearing + various types of armor may interfere with that. + + The command to read a spellbook is the same as for scrolls, + `r' (read). The `+' command lists each spell you know along with + its level, skill category, chance of failure when casting, and an estimate of how strongly it is remembered. The `Z' (cast) com- mand casts a spell. @@ -2229,13 +2235,7 @@ you exit. Other small rocks are also categorized as gems, but they are - much less valuable. All rocks, however, can be used as projec- - tile weapons (if you have a sling). In the most desperate of - cases, you can still throw them by hand. - - - - + much less valuable. All rocks, however, can be used as NetHack 3.6 January 18, 2016 @@ -2248,6 +2248,9 @@ + projectile weapons (if you have a sling). In the most desperate + of cases, you can still throw them by hand. + 7.13. Large rocks (``') Statues and boulders are not particularly useful, and are @@ -2298,10 +2301,7 @@ sidered vegan food. Note however that eating such items still counts against foodless conduct. - Vegetarians do not eat animals; however, they are less se- - lective about eating animal byproducts than vegans. In addition - to the vegan items listed above, they may eat any kind of pudding - (`P') other than the black puddings, eggs and food made from eggs + NetHack 3.6 January 18, 2016 @@ -2314,6 +2314,10 @@ + Vegetarians do not eat animals; however, they are less se- + lective about eating animal byproducts than vegans. In addition + to the vegan items listed above, they may eat any kind of pudding + (`P') other than the black puddings, eggs and food made from eggs (fortune cookies and pancakes), food made with milk (cream pies and candy bars), and lumps of royal jelly. Monks are expected to observe a vegetarian diet. @@ -2363,11 +2367,7 @@ This is a particularly difficult challenge, although it is still possible to gain experience by other means. - An illiterate character cannot read or write. This includes - reading a scroll, spellbook, fortune cookie message, or t-shirt; - writing a scroll; or making an engraving of anything other than a - single ``x'' (the traditional signature of an illiterate person). - Reading an engraving, or any item that is absolutely necessary to + NetHack 3.6 January 18, 2016 @@ -2380,6 +2380,11 @@ + An illiterate character cannot read or write. This includes + reading a scroll, spellbook, fortune cookie message, or t-shirt; + writing a scroll; or making an engraving of anything other than a + single ``x'' (the traditional signature of an illiterate person). + Reading an engraving, or any item that is absolutely necessary to win the game, is not counted against this conduct. The identity of scrolls and spellbooks (and knowledge of spells) in your starting inventory is assumed to be learned from your teachers @@ -2430,11 +2435,6 @@ equals sign, and then the value of the string. The value is ter- minated by the next comma or the end of string. - For example, to set up an environment variable so that ``au- - toquiver'' is on, ``autopickup'' is off, the name is set to - ``Blue Meanie'', and the fruit is set to ``papaya'', you would - enter the command - NetHack 3.6 January 18, 2016 @@ -2446,6 +2446,11 @@ + For example, to set up an environment variable so that ``au- + toquiver'' is on, ``autopickup'' is off, the name is set to + ``Blue Meanie'', and the fruit is set to ``papaya'', you would + enter the command + % setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya" in csh (note the need to escape the ! since it's special to the @@ -2494,11 +2499,6 @@ # No startup splash screen. Windows GUI only. OPTIONS=!splash_screen - 9.4. Customization options - - Here are explanations of what the various options do. Char- - acter strings that are too long may be truncated. Some of the - options listed may be inactive in your dungeon. @@ -2512,6 +2512,12 @@ + 9.4. Customization options + + Here are explanations of what the various options do. Char- + acter strings that are too long may be truncated. Some of the + options listed may be inactive in your dungeon. + Some options are persistent, and are saved and reloaded along with the game. Changing a persistent option in the config- uration file applies only to new games. @@ -2560,12 +2566,6 @@ blind Start the character permanently blind. Persistent. (default - false) - - bones - Allow saving and loading bones files. Persistent. (default - true) - NetHack 3.6 January 18, 2016 @@ -2578,6 +2578,12 @@ + false) + + bones + Allow saving and loading bones files. Persistent. (default + true) + boulder Set the character used to display boulders (default is rock class symbol). @@ -2626,12 +2632,6 @@ sponse of `n' for each candidate). Persistent. The possibili- ties are: - i - disclose your inventory; - a - disclose your attributes; - v - summarize monsters that have been vanquished; - g - list monster species that have been genocided; - c - display your conduct; - o - display dungeon overview. NetHack 3.6 January 18, 2016 @@ -2644,60 +2644,60 @@ - Each disclosure possibility can optionally be preceded by - a prefix which lets you refine how it behaves. Here are - the valid prefixes: + i - disclose your inventory; + a - disclose your attributes; + v - summarize monsters that have been vanquished; + g - list monster species that have been genocided; + c - display your conduct; + o - display dungeon overview. + + Each disclosure possibility can optionally be preceded by a + prefix which lets you refine how it behaves. Here are the + valid prefixes: - y - prompt you and default to yes on the prompt; - n - prompt you and default to no on the prompt; - + - disclose it without prompting; - - - do not disclose it and do not prompt. + y - prompt you and default to yes on the prompt; + n - prompt you and default to no on the prompt; + + - disclose it without prompting; + - - do not disclose it and do not prompt. - Omitted categories are implicitly added with `n' prefix. - Specified categories with omitted prefix implicitly use - `+' prefix. Order of the disclosure categories does not - matter, program display for end-of-game disclosure follows - a set sequence. + Omitted categories are implicitly added with `n' prefix. Spec- + ified categories with omitted prefix implicitly use `+' prefix. + Order of the disclosure categories does not matter, program + display for end-of-game disclosure follows a set sequence. - (ex. ``disclose:yi na +v -g o'') The example sets inventory to - prompt and default to yes, attributes to prompt and default to - no, vanquished to disclose without prompting, genocided to not - disclose and not prompt, conduct to implicitly prompt and de- + (ex. ``disclose:yi na +v -g o'') The example sets inventory to + prompt and default to yes, attributes to prompt and default to + no, vanquished to disclose without prompting, genocided to not + disclose and not prompt, conduct to implicitly prompt and de- fault to no, and overview to disclose without prompting. - Note that the vanquished monsters list includes all monsters + Note that the vanquished monsters list includes all monsters killed by traps and each other as well as by you. And the dun- geon overview shows all levels you had visited but does not re- veal things about them that you hadn't discovered. dogname - Name your starting dog (ex. ``dogname:Fang''). Cannot be set + Name your starting dog (ex. ``dogname:Fang''). Cannot be set with the `O' command. extmenu - Changes the extended commands interface to pop-up a menu of + Changes the extended commands interface to pop-up a menu of available commands. It is keystroke compatible with the tradi- - tional interface except that it does not require that you hit - Enter. It is implemented only by the tty port (default off), + tional interface except that it does not require that you hit + Enter. It is implemented only by the tty port (default off), when the game has been compiled to support tty graphics. female - An obsolete synonym for ``gender:female''. Cannot be set with + An obsolete synonym for ``gender:female''. Cannot be set with the `O' command. fixinv - An object's inventory letter sticks to it when it's dropped - (default on). If this is off, dropping an object shifts all + An object's inventory letter sticks to it when it's dropped + (default on). If this is off, dropping an object shifts all the remaining inventory letters. Persistent. fruit - Name a fruit after something you enjoy eating (ex. ``fruit:man- - go'') (default ``slime mold''). Basically a nostalgic whimsy - that NetHack uses from time to time. You should set this to - something you find more appetizing than slime mold. Apples, - oranges, pears, bananas, and melons already exist in NetHack, - so don't use those. - + Name a fruit after something you enjoy eating (ex. NetHack 3.6 January 18, 2016 @@ -2710,40 +2710,46 @@ + ``fruit:mango'') (default ``slime mold''). Basically a nostal- + gic whimsy that NetHack uses from time to time. You should set + this to something you find more appetizing than slime mold. + Apples, oranges, pears, bananas, and melons already exist in + NetHack, so don't use those. + gender - Your starting gender (gender:male or gender:female). You may - specify just the first letter. Although you can still denote - your gender using the ``male'' and ``female'' options, the + Your starting gender (gender:male or gender:female). You may + specify just the first letter. Although you can still denote + your gender using the ``male'' and ``female'' options, the ``gender'' option will take precedence. The default is to ran- - domly pick an appropriate gender. If you prefix a `!' or - ``no'' to the value, you can exclude that gender from being - picked randomly. Cannot be set with the `O' command. Persis- + domly pick an appropriate gender. If you prefix a `!' or + ``no'' to the value, you can exclude that gender from being + picked randomly. Cannot be set with the `O' command. Persis- tent. help - If more information is available for an object looked at with - the `/' command, ask if you want to see it (default on). Turn- - ing help off makes just looking at things faster, since you - aren't interrupted with the ``More info?'' prompt, but it also + If more information is available for an object looked at with + the `/' command, ask if you want to see it (default on). Turn- + ing help off makes just looking at things faster, since you + aren't interrupted with the ``More info?'' prompt, but it also means that you might miss some interesting and/or important in- formation. Persistent. hilite_pet - Visually distinguish pets from similar animals (default off). - The behavior of this option depends on the type of windowing + Visually distinguish pets from similar animals (default off). + The behavior of this option depends on the type of windowing you use. In text windowing, text highlighting or inverse video - is often used; with tiles, generally displays a heart symbol + is often used; with tiles, generally displays a heart symbol near pets. hilite_pile - Visually distinguish piles of objects from individual objects + Visually distinguish piles of objects from individual objects (default off). The behavior of this option depends on the type - of windowing you use. In text windowing, text highlighting or - inverse video is often used; with tiles, generally displays a + of windowing you use. In text windowing, text highlighting or + inverse video is often used; with tiles, generally displays a small plus-symbol beside the object on the top of the pile. horsename - Name your starting horse (ex. ``horsename:Trigger''). Cannot + Name your starting horse (ex. ``horsename:Trigger''). Cannot be set with the `O' command. ignintr @@ -2757,13 +2763,7 @@ Display an introductory message when starting the game (default on). Persistent. - lit_corridor - Show corridor squares seen by night vision or a light source - held by your character as lit (default off). Persistent. - lootabc - Use the old `a', `b', and `c' keyboard shortcuts when looting, - rather than the mnemonics `o', `i', and `b' (default off). NetHack 3.6 January 18, 2016 @@ -2776,45 +2776,52 @@ + lit_corridor + Show corridor squares seen by night vision or a light source + held by your character as lit (default off). Persistent. + + lootabc + Use the old `a', `b', and `c' keyboard shortcuts when looting, + rather than the mnemonics `o', `i', and `b' (default off). Persistent. mail Enable mail delivery during the game (default on). Persistent. male - An obsolete synonym for ``gender:male''. Cannot be set with + An obsolete synonym for ``gender:male''. Cannot be set with the `O' command. mention_walls Give feedback when walking against a wall (default off). menucolors - Enable coloring menu lines (default off). See ``Configuring + Enable coloring menu lines (default off). See ``Configuring Menu Colors'' on how to configure the colors. menustyle Controls the interface used when you need to choose various ob- - jects (in response to the Drop command, for instance). The - value specified should be the first letter of one of the fol- - lowing: traditional, combination, full, or partial. Tradi- - tional was the only interface available for early versions; it - consists of a prompt for object class characters, followed by - an object-by-object prompt for all items matching the selected - object class(es). Combination starts with a prompt for object + jects (in response to the Drop command, for instance). The + value specified should be the first letter of one of the fol- + lowing: traditional, combination, full, or partial. Tradi- + tional was the only interface available for early versions; it + consists of a prompt for object class characters, followed by + an object-by-object prompt for all items matching the selected + object class(es). Combination starts with a prompt for object class(es) of interest, but then displays a menu of matching ob- - jects rather than prompting one-by-one. Full displays a menu - of object classes rather than a character prompt, and then a - menu of matching objects for selection. Partial skips the ob- + jects rather than prompting one-by-one. Full displays a menu + of object classes rather than a character prompt, and then a + menu of matching objects for selection. Partial skips the ob- ject class filtering and immediately displays a menu of all ob- jects. Persistent. menu_deselect_all - Menu character accelerator to deselect all items in a menu. + Menu character accelerator to deselect all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Default '-'. menu_deselect_page - Menu character accelerator to deselect all items on this page - of a menu. Implemented by the Amiga, Gem and tty ports. De- + Menu character accelerator to deselect all items on this page + of a menu. Implemented by the Amiga, Gem and tty ports. De- fault '\'. menu_first_page @@ -2822,14 +2829,7 @@ Implemented by the Amiga, Gem and tty ports. Default '^'. menu_headings - Controls how the headings in a menu are highlighted. Values - are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'. - Not all ports can actually display all types. - - menu_invert_all - Menu character accelerator to invert all items in a menu. Im- - plemented by the Amiga, Gem, X11 and tty ports. Default '@'. - + Controls how the headings in a menu are highlighted. Values NetHack 3.6 January 18, 2016 @@ -2842,26 +2842,33 @@ + are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'. + Not all ports can actually display all types. + + menu_invert_all + Menu character accelerator to invert all items in a menu. Im- + plemented by the Amiga, Gem, X11 and tty ports. Default '@'. + menu_invert_page - Menu character accelerator to invert all items on this page of - a menu. Implemented by the Amiga, Gem and tty ports. Default + Menu character accelerator to invert all items on this page of + a menu. Implemented by the Amiga, Gem and tty ports. Default '~'. menu_last_page - Menu character accelerator to jump to the last page in a menu. + Menu character accelerator to jump to the last page in a menu. Implemented by the Amiga, Gem and tty ports. Default '|'. menu_next_page - Menu character accelerator to goto the next menu page. Imple- + Menu character accelerator to goto the next menu page. Imple- mented by the Amiga, Gem and tty ports. Default '>'. menu_objsyms - Show object symbols in menu headings in menus where the object + Show object symbols in menu headings in menus where the object symbols act as menu accelerators (default off). menu_overlay - Do not clear the screen before drawing menus, and align menus - to the right edge of the screen. Only for the tty port. (de- + Do not clear the screen before drawing menus, and align menus + to the right edge of the screen. Only for the tty port. (de- fault on) menu_previous_page @@ -2869,34 +2876,27 @@ plemented by the Amiga, Gem and tty ports. Default '<'. menu_search - Menu character accelerator to search for a menu item. Imple- + Menu character accelerator to search for a menu item. Imple- mented by the Amiga, Gem, X11 and tty ports. Default ':'. menu_select_all - Menu character accelerator to select all items in a menu. Im- + Menu character accelerator to select all items in a menu. Im- plemented by the Amiga, Gem, X11 and tty ports. Default '.'. menu_select_page - Menu character accelerator to select all items on this page of - a menu. Implemented by the Amiga, Gem and tty ports. Default + Menu character accelerator to select all items on this page of + a menu. Implemented by the Amiga, Gem and tty ports. Default ','. msghistory - The number of top line messages to save (and recall with ^P) + The number of top line messages to save (and recall with ^P) (default 20). Cannot be set with the `O' command. msg_window - Allows you to change the way recalled messages are displayed. - (It is currently implemented for tty only.) The possible val- + Allows you to change the way recalled messages are displayed. + (It is currently implemented for tty only.) The possible val- ues are: - s - single message (default; only choice prior to 3.4.0); - c - combination, two messages as `single', then as `full'; - f - full window, oldest message first; - r - full window reversed, newest message first. - - For backward compatibility, no value needs to be specified - NetHack 3.6 January 18, 2016 @@ -2908,15 +2908,21 @@ - (which defaults to `full'), or it can be negated (which de- + s - single message (default; only choice prior to 3.4.0); + c - combination, two messages as `single', then as `full'; + f - full window, oldest message first; + r - full window reversed, newest message first. + + For backward compatibility, no value needs to be specified + (which defaults to `full'), or it can be negated (which de- faults to `single'). name - Set your character's name (defaults to your user name). You - can also set your character's role by appending a dash and one + Set your character's name (defaults to your user name). You + can also set your character's role by appending a dash and one or more letters of the role (that is, by suffixing one of -A -B - -C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the - role, then a random one will be automatically chosen. Cannot + -C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the + role, then a random one will be automatically chosen. Cannot be set with the `O' command. news @@ -2931,7 +2937,7 @@ Send padding nulls to the terminal (default on). Persistent. number_pad - Use digit keys instead of letters to move (default 0 or off). + Use digit keys instead of letters to move (default 0 or off). Valid settings are: 0 - move by letters; `yuhjklbn' @@ -2941,27 +2947,21 @@ 4 - combines 3 with 2; phone layout plus MSDOS compatibility -1 - by letters but use `z' to go northwest, `y' to zap wands - For backward compatibility, omitting a value is the same as - specifying 1 and negating number_pad is the same as specifying - 0. (Settings 2 and 4 are for compatibility with MSDOS or old + For backward compatibility, omitting a value is the same as + specifying 1 and negating number_pad is the same as specifying + 0. (Settings 2 and 4 are for compatibility with MSDOS or old PC Hack; in addition to the different behavior for `5', `Alt-5' acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo- - date some German keyboards which have the location of the `y' - and `z' keys swapped.) When moving by numbers, to enter a - count prefix for those commands which accept one (such as + date some German keyboards which have the location of the `y' + and `z' keys swapped.) When moving by numbers, to enter a + count prefix for those commands which accept one (such as ``12s'' to search twelve times), precede it with the letter `n' (``n12s''). packorder - Specify the order to list object types in (default - ``")[%?+!=/(*`0_''). The value of this option should be a - string containing the symbols for the various object types. - Any omitted types are filled in at the end from the previous - order. - - paranoid_confirmation - A space separated list of specific situations where alternate - prompting is desired. The default is + Specify the order to list object types in (default + ``")[%?+!=/(*`0_''). The value of this option should be a + string containing the symbols for the various object types. NetHack 3.6 January 18, 2016 @@ -2974,60 +2974,60 @@ - paranoid_confirmation:pray. + Any omitted types are filled in at the end from the previous + order. + + paranoid_confirmation + A space separated list of specific situations where alternate + prompting is desired. The default is paranoid_confirma- + tion:pray. Confirm - for any prompts which are set to require "yes" rather - than 'y', also require "no" to reject instead of ac- + than 'y', also require "no" to reject instead of ac- cepting any non-yes response as no quit - require "yes" rather than 'y' to confirm quitting the game or switching into non-scoring explore mode; - die - require "yes" rather than 'y' to confirm dying (not + die - require "yes" rather than 'y' to confirm dying (not useful in normal play; applies to explore mode); bones - require "yes" rather than 'y' to confirm saving bones data when dying in debug mode; - attack - require "yes" rather than 'y' to confirm attacking a + attack - require "yes" rather than 'y' to confirm attacking a peaceful monster; pray - require 'y' to confirm an attempt to pray rather than immediately praying; on by default; - wand - require "yes" rather than 'y' to confirm breaking a + wand - require "yes" rather than 'y' to confirm breaking a wand; Remove - require selection from inventory for 'R' and 'T' com- mands even when wearing just one applicable item. - By default, the pray choice is enabled, the others disabled. - To disable it without setting any of the other choices, use - ``paranoid_confirmation:none''. To keep it enabled while set- + By default, the pray choice is enabled, the others disabled. + To disable it without setting any of the other choices, use + ``paranoid_confirmation:none''. To keep it enabled while set- ting any of the others, include it in the list, such as ``para- noid_confirmation:attack pray Remove''. perm_invent - If true, always display your current inventory in a window. - This only makes sense for windowing system interfaces that im- + If true, always display your current inventory in a window. + This only makes sense for windowing system interfaces that im- plement this feature. Persistent. pettype - Specify the type of your initial pet, if you are playing a - character class that uses multiple types of pets; or choose to - have no initial pet at all. Possible values are ``cat'', + Specify the type of your initial pet, if you are playing a + character class that uses multiple types of pets; or choose to + have no initial pet at all. Possible values are ``cat'', ``dog'', ``horse'', and ``none''. If the choice is not allowed for the role you are currently playing, it will be silently ig- - nored. For example, ``horse'' will only be honored when play- + nored. For example, ``horse'' will only be honored when play- ing a knight. Cannot be set with the `O' command. pickup_burden - When you pick up an item that would exceed this encumbrance - level (Unencumbered, Burdened, streSsed, straiNed, overTaxed, - or overLoaded), you will be asked if you want to continue. + When you pick up an item that would exceed this encumbrance + level (Unencumbered, Burdened, streSsed, straiNed, overTaxed, + or overLoaded), you will be asked if you want to continue. (Default `S'). Persistent. pickup_thrown - If this option is on and autopickup is also on, try to pick up - things that you threw, even if they aren't in pickup_types or - match an autopickup exception. Default is on. Persistent. - - pickup_types - Specify the object types to be picked up when autopickup is on. - Default is all types. You can use autopickup_exception + If this option is on and autopickup is also on, try to pick up NetHack 3.6 January 18, 2016 @@ -3040,60 +3040,60 @@ - configuration file lines to further refine autopickup behavior. - Persistent. + things that you threw, even if they aren't in pickup_types or + match an autopickup exception. Default is on. Persistent. + + pickup_types + Specify the object types to be picked up when autopickup is on. + Default is all types. You can use autopickup_exception config- + uration file lines to further refine autopickup behavior. Per- + sistent. pile_limit - When walking across a pile of objects on the floor, threshold - at which the message "there are few/several/many objects here" - is given instead of showing a popup list of those objects. A - value of 0 means "no limit" (always list the objects); a value - of 1 effectively means "never show the objects" since the pile - size will always be at least that big; default value is 5. + When walking across a pile of objects on the floor, threshold + at which the message "there are few/several/many objects here" + is given instead of showing a popup list of those objects. A + value of 0 means "no limit" (always list the objects); a value + of 1 effectively means "never show the objects" since the pile + size will always be at least that big; default value is 5. Persistent. playmode - Values are `normal', `explore', or `debug'. Allows selection - of explore mode (also known as discovery mode) or debug mode + Values are `normal', `explore', or `debug'. Allows selection + of explore mode (also known as discovery mode) or debug mode (also known as wizard mode) instead of normal play. Debug mode - might only be allowed for someone logged in under a particular - user name (on multi-user systems) or specifying a particular + might only be allowed for someone logged in under a particular + user name (on multi-user systems) or specifying a particular character name (on single-user systems) or it might be disabled - entirely. Requesting it when not allowed or not possible re- + entirely. Requesting it when not allowed or not possible re- sults in explore mode instead. Default is normal play. pushweapon - Using the `w' (wield) command when already wielding something - pushes the old item into your alternate weapon slot (default - off). Likewise for the `a' (apply) command if it causes the + Using the `w' (wield) command when already wielding something + pushes the old item into your alternate weapon slot (default + off). Likewise for the `a' (apply) command if it causes the applied item to become wielded. Persistent. race - Selects your race (for example, ``race:human''). Default is - random. If you prefix a `!' or ``no'' to the value, you can - exclude that race from being picked randomly. Cannot be set + Selects your race (for example, ``race:human''). Default is + random. If you prefix a `!' or ``no'' to the value, you can + exclude that race from being picked randomly. Cannot be set with the `O' command. Persistent. rest_on_space - Make the space bar a synonym for the `.' (rest) command (de- + Make the space bar a synonym for the `.' (rest) command (de- fault off). Persistent. role Pick your type of character (ex. ``role:Samurai''); synonym for - ``character''. See ``name'' for an alternate method of speci- - fying your role. Normally only the first letter of the value - is examined; `r' is an exception with ``Rogue'', ``Ranger'', - and ``random'' values. If you prefix a `!' or ``no'' to the - value, you can exclude that role from being picked randomly. + ``character''. See ``name'' for an alternate method of speci- + fying your role. Normally only the first letter of the value + is examined; `r' is an exception with ``Rogue'', ``Ranger'', + and ``random'' values. If you prefix a `!' or ``no'' to the + value, you can exclude that role from being picked randomly. Persistent. - roguesymset - This option may be used to select one of the named symbol sets - found within ``symbols'' to alter the symbols displayed on the - screen on the rogue level. - rlecomp - When writing out a save file, perform run length compression of NetHack 3.6 January 18, 2016 @@ -3106,13 +3106,20 @@ - the map. Not all ports support run length compression. It has + roguesymset + This option may be used to select one of the named symbol sets + found within ``symbols'' to alter the symbols displayed on the + screen on the rogue level. + + rlecomp + When writing out a save file, perform run length compression of + the map. Not all ports support run length compression. It has no effect on reading an existing save file. runmode - Controls the amount of screen updating for the map window when - engaged in multi-turn movement (running via shift+direction or - control+direction and so forth, or via the travel command or + Controls the amount of screen updating for the map window when + engaged in multi-turn movement (running via shift+direction or + control+direction and so forth, or via the travel command or mouse click). The possible values are: teleport - update the map after movement has finished; @@ -3121,19 +3128,19 @@ crawl - like walk, but pause briefly after each step. This option only affects the game's screen display, not the ac- - tual results of moving. The default is `run'; versions prior - to 3.4.1 used `teleport' only. Whether or not the effect is + tual results of moving. The default is `run'; versions prior + to 3.4.1 used `teleport' only. Whether or not the effect is noticeable will depend upon the window port used or on the type of terminal. Persistent. safe_pet - Prevent you from (knowingly) attacking your pets (default on). + Prevent you from (knowingly) attacking your pets (default on). Persistent. scores - Control what parts of the score list you are shown at the end - (ex. ``scores:5 top scores/4 around my score/own scores''). - Only the first letter of each category (`t', `a', or `o') is + Control what parts of the score list you are shown at the end + (ex. ``scores:5 top scores/4 around my score/own scores''). + Only the first letter of each category (`t', `a', or `o') is necessary. Persistent. showexp @@ -3141,9 +3148,9 @@ off). Persistent. showrace - Display yourself as the glyph for your race, rather than the - glyph for your role (default off). Note that this setting af- - fects only the appearance of the display, not the way the game + Display yourself as the glyph for your race, rather than the + glyph for your role (default off). Note that this setting af- + fects only the appearance of the display, not the way the game treats you. Persistent. showscore @@ -3153,13 +3160,6 @@ silent Suppress terminal beeps (default on). Persistent. - sortloot - Controls the sorting behavior of the pickup lists for inventory - and #loot commands and some others. Persistent. The possible - values are: - - full - always sort the lists; - loot - only sort the lists that don't use inventory letters, NetHack 3.6 January 18, 2016 @@ -3172,45 +3172,52 @@ + sortloot + Controls the sorting behavior of the pickup lists for inventory + and #loot commands and some others. Persistent. The possible + values are: + + full - always sort the lists; + loot - only sort the lists that don't use inventory letters, like with the #loot and pickup commands; none - show lists the traditional way without sorting. sortpack - Sort the pack contents by type when displaying inventory (de- + Sort the pack contents by type when displaying inventory (de- fault on). Persistent. sparkle Display a sparkly effect when a monster (including yourself) is - hit by an attack to which it is resistant (default on). Per- + hit by an attack to which it is resistant (default on). Per- sistent. standout - Boldface monsters and ``--More--'' (default off). Persistent. + Boldface monsters and ``--More--'' (default off). Persistent. statushilites - Enable coloring of status fields (default off). See ``Config- + Enable coloring of status fields (default off). See ``Config- uring Status Hilites'' for futher information. suppress_alert - This option may be set to a NetHack version level to suppress - alert notification messages about feature changes for that and + This option may be set to a NetHack version level to suppress + alert notification messages about feature changes for that and prior versions (ex. ``suppress_alert:3.3.1''). symset - This option may be used to select one of the named symbol sets - found within ``symbols'' to alter the symbols displayed on the - screen. Use ``symset:default'' to explicitly select the de- + This option may be used to select one of the named symbol sets + found within ``symbols'' to alter the symbols displayed on the + screen. Use ``symset:default'' to explicitly select the de- fault symbols. time - Show the elapsed game time in turns on bottom line (default + Show the elapsed game time in turns on bottom line (default off). Persistent. timed_delay - When pausing momentarily for display effect, such as with ex- - plosions and moving objects, use a timer rather than sending - extra characters to the screen. (Applies to ``tty'' interface - only; ``X11'' interface always uses a timer based delay. The + When pausing momentarily for display effect, such as with ex- + plosions and moving objects, use a timer rather than sending + extra characters to the screen. (Applies to ``tty'' interface + only; ``X11'' interface always uses a timer based delay. The default is on if configured into the program.) Persistent. tombstone @@ -3219,13 +3226,6 @@ toptenwin Put the ending display in a NetHack window instead of on stdout - (default off). Setting this option makes the score list visi- - ble when a windowing version of NetHack is started without a - parent window, but it no longer leaves the score list around - after game end on a terminal or emulating window. - - travel - Allow the travel command (default on). Turning this option off NetHack 3.6 January 18, 2016 @@ -3238,17 +3238,24 @@ - will prevent the game from attempting unintended moves if you + (default off). Setting this option makes the score list visi- + ble when a windowing version of NetHack is started without a + parent window, but it no longer leaves the score list around + after game end on a terminal or emulating window. + + travel + Allow the travel command (default on). Turning this option off + will prevent the game from attempting unintended moves if you make inadvertent mouse clicks on the map window. Persistent. verbose - Provide more commentary during the game (default on). Persis- + Provide more commentary during the game (default on). Persis- tent. whatis_coord - When using the `/' or `;' commands to look around on the map - with autodescribe on, display coordinates after the descrip- - tion. Also works in other situations where you are asked to + When using the `/' or `;' commands to look around on the map + with autodescribe on, display coordinates after the descrip- + tion. Also works in other situations where you are asked to pick a location. The possibile settings are: @@ -3263,35 +3270,28 @@ ridden with `map'. windowtype - Select which windowing system to use, such as ``tty'' or - ``X11'' (default depends on version). Cannot be set with the + Select which windowing system to use, such as ``tty'' or + ``X11'' (default depends on version). Cannot be set with the `O' command. zerocomp - When writing out a save file, perform zero-comp compression of - the contents. Not all ports support zero-comp compression. It + When writing out a save file, perform zero-comp compression of + the contents. Not all ports support zero-comp compression. It has no effect on reading an existing save file. 9.5. Window Port Customization options - Here are explanations of the various options that are used - to customize and change the characteristics of the windowtype + Here are explanations of the various options that are used + to customize and change the characteristics of the windowtype that you have chosen. Character strings that are too long may be - truncated. Not all window ports will adjust for all settings - listed here. You can safely add any of these options to your - config file, and if the window port is capable of adjusting to - suit your preferences, it will attempt to do so. If it can't it - will silently ignore it. You can find out if an option is sup- - ported by the window port that you are currently using by check- - ing to see if it shows up in the Options list. Some options are - dynamic and can be specified during the game with the `O' com- - mand. - - align_message - Where to align or place the message window (top, bottom, left, - or right) - - + truncated. Not all window ports will adjust for all settings + listed here. You can safely add any of these options to your + config file, and if the window port is capable of adjusting to + suit your preferences, it will attempt to do so. If it can't it + will silently ignore it. You can find out if an option is sup- + ported by the window port that you are currently using by check- + ing to see if it shows up in the Options list. Some options are + dynamic and can be specified during the game with the `O' NetHack 3.6 January 18, 2016 @@ -3304,39 +3304,45 @@ + command. + + align_message + Where to align or place the message window (top, bottom, left, + or right) + align_status - Where to align or place the status window (top, bottom, left, + Where to align or place the status window (top, bottom, left, or right). ascii_map NetHack should display an ascii character map if it can. color - NetHack should display color if it can for different monsters, + NetHack should display color if it can for different monsters, objects, and dungeon features eight_bit_tty - NetHack should pass eight-bit character values (for example, - specified with the traps option) straight through to your ter- + NetHack should pass eight-bit character values (for example, + specified with the traps option) straight through to your ter- minal (default off). font_map - NetHack should use a font by the chosen name for the map win- + NetHack should use a font by the chosen name for the map win- dow. font_menu - NetHack should use a font by the chosen name for menu windows. + NetHack should use a font by the chosen name for menu windows. font_message - NetHack should use a font by the chosen name for the message + NetHack should use a font by the chosen name for the message window. font_status - NetHack should use a font by the chosen name for the status + NetHack should use a font by the chosen name for the status window. font_text - NetHack should use a font by the chosen name for text windows. + NetHack should use a font by the chosen name for text windows. font_size_map NetHack should use this size font for the map window. @@ -3353,12 +3359,6 @@ font_size_text NetHack should use this size font for text windows. - fullscreen - NetHack should try and display on the entire screen rather than - in a window. - - - NetHack 3.6 January 18, 2016 @@ -3370,6 +3370,10 @@ + fullscreen + NetHack should try and display on the entire screen rather than + in a window. + large_font NetHack should use a large font. @@ -3380,51 +3384,47 @@ Allow use of the mouse for input and travel. player_selection - NetHack should pop up dialog boxes, or use prompts for charac- + NetHack should pop up dialog boxes, or use prompts for charac- ter selection. popup_dialog NetHack should pop up dialog boxes for input. preload_tiles - NetHack should preload tiles into memory. For example, in the - protected mode MSDOS version, control whether tiles get pre- - loaded into RAM at the start of the game. Doing so enhances - performance of the tile graphics, but uses more memory. (de- + NetHack should preload tiles into memory. For example, in the + protected mode MSDOS version, control whether tiles get pre- + loaded into RAM at the start of the game. Doing so enhances + performance of the tile graphics, but uses more memory. (de- fault on). Cannot be set with the `O' command. scroll_amount - NetHack should scroll the display by this number of cells when + NetHack should scroll the display by this number of cells when the hero reaches the scroll_margin. scroll_margin - NetHack should scroll the display when the hero or cursor is + NetHack should scroll the display when the hero or cursor is this number of cells away from the edge of the window. selectsaved - NetHack should display a menu of existing saved games for the + NetHack should display a menu of existing saved games for the player to choose from at game startup, if it can. Not all ports support this option. softkeyboard - Display an onscreen keyboard. Handhelds are most likely to + Display an onscreen keyboard. Handhelds are most likely to support this option. splash_screen - NetHack should display an opening splash screen when it starts + NetHack should display an opening splash screen when it starts up (default yes). tiled_map NetHack should display a tiled map if it can. tile_file - Specify the name of an alternative tile file to override the + Specify the name of an alternative tile file to override the default. - tile_height - Specify the preferred height of each tile in a tile capable - port. - NetHack 3.6 January 18, 2016 @@ -3436,6 +3436,10 @@ + tile_height + Specify the preferred height of each tile in a tile capable + port. + tile_width Specify the preferred width of each tile in a tile capable port @@ -3450,21 +3454,21 @@ message window. windowcolors - NetHack should display windows with the specified fore- + NetHack should display windows with the specified fore- ground/background colors if it can. wraptext - NetHack port should wrap long lines of text if they don't fit + NetHack port should wrap long lines of text if they don't fit in the visible area of the window. 9.6. Platform-specific Customization options - Here are explanations of options that are used by specific + Here are explanations of options that are used by specific platforms or ports to customize and change the port behavior. altkeyhandler - Select an alternate keystroke handler dll to load (Win32 tty - NetHack only). The name of the handler is specified without + Select an alternate keystroke handler dll to load (Win32 tty + NetHack only). The name of the handler is specified without the .dll extension and without any path information. Cannot be set with the `O' command. @@ -3474,23 +3478,19 @@ altmeta On other (non-Amiga) systems where this option is available, it - can be set to tell nethack to convert a two character sequence - beginning with ESC into a meta-shifted version of the second + can be set to tell nethack to convert a two character sequence + beginning with ESC into a meta-shifted version of the second character (default off). - This conversion is only done for commands, not for other input + This conversion is only done for commands, not for other input prompts. Note that typing one or more digits as a count prefix - prior to a command--preceded by n if the number_pad option is + prior to a command--preceded by n if the number_pad option is set--is also subject to this conversion, so attempting to abort - the count by typing ESC will leave nethack waiting for another - character to complete the two character sequence. Type a sec- - ond ESC to finish cancelling such a count. At other prompts a + the count by typing ESC will leave nethack waiting for another + character to complete the two character sequence. Type a sec- + ond ESC to finish cancelling such a count. At other prompts a single ESC suffices. - BIOS - Use BIOS calls to update the screen display quickly and to read - the keyboard (allowing the use of arrow keys to move) on - NetHack 3.6 January 18, 2016 @@ -3502,7 +3502,10 @@ - machines with an IBM PC compatible BIOS ROM (default off, OS/2, + BIOS + Use BIOS calls to update the screen display quickly and to read + the keyboard (allowing the use of arrow keys to move) on ma- + chines with an IBM PC compatible BIOS ROM (default off, OS/2, PC, and ST NetHack only). flush @@ -3515,10 +3518,10 @@ (default on, Mac NetHack only). rawio - Force raw (non-cbreak) mode for faster output and more bullet- - proof input (MS-DOS sometimes treats `^P' as a printer toggle - without it) (default off, OS/2, PC, and ST NetHack only). - Note: DEC Rainbows hang if this is turned on. Cannot be set + Force raw (non-cbreak) mode for faster output and more bullet- + proof input (MS-DOS sometimes treats `^P' as a printer toggle + without it) (default off, OS/2, PC, and ST NetHack only). + Note: DEC Rainbows hang if this is turned on. Cannot be set with the `O' command. soundcard @@ -3526,36 +3529,33 @@ mand. subkeyvalue - (Win32 tty NetHack only). May be used to alter the value of + (Win32 tty NetHack only). May be used to alter the value of keystrokes that the operating system returns to NetHack to help - compensate for international keyboard issues. OPTIONS=subkey- - value:171/92 will return 92 to NetHack, if 171 was originally - going to be returned. You can use multiple subkeyvalue state- + compensate for international keyboard issues. OPTIONS=subkey- + value:171/92 will return 92 to NetHack, if 171 was originally + going to be returned. You can use multiple subkeyvalue state- ments in the config file if needed. Cannot be set with the `O' command. video Set the video mode used (PC NetHack only). Values are `autode- - tect', `default', or `vga'. Setting `vga' (or `autodetect' - with vga hardware present) will cause the game to display + tect', `default', or `vga'. Setting `vga' (or `autodetect' + with vga hardware present) will cause the game to display tiles. Cannot be set with the `O' command. videocolors - Set the color palette for PC systems using NO_TERMS (default - 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order - of colors is red, green, brown, blue, magenta, cyan, - bright.white, bright.red, bright.green, yellow, bright.blue, - bright.magenta, and bright.cyan. Cannot be set with the `O' + Set the color palette for PC systems using NO_TERMS (default + 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order + of colors is red, green, brown, blue, magenta, cyan, + bright.white, bright.red, bright.green, yellow, bright.blue, + bright.magenta, and bright.cyan. Cannot be set with the `O' command. videoshades Set the intensity level of the three gray scales available (de- fault dark normal light, PC NetHack only). If the game display - is difficult to read, try adjusting these scales; if this does - not correct the problem, try !color. Cannot be set with the - `O' command. - - + is difficult to read, try adjusting these scales; if this does + not correct the problem, try !color. Cannot be set with the NetHack 3.6 January 18, 2016 @@ -3568,13 +3568,15 @@ + `O' command. + 9.7. Regular Expressions - Regular expressions are normally POSIX extended regular ex- - pressions. It is possible to compile NetHack without regular ex- - pression support on a platform where there is no regular expres- - sion library. While this is not true of any modern platform, if - your NetHack was built this way, patterns are instead glob pat- + Regular expressions are normally POSIX extended regular ex- + pressions. It is possible to compile NetHack without regular ex- + pression support on a platform where there is no regular expres- + sion library. While this is not true of any modern platform, if + your NetHack was built this way, patterns are instead glob pat- terns. This applies to Autopickup exceptions, Message types, Menu colors, and User sounds. @@ -3583,26 +3585,26 @@ You can further refine the behavior of the autopickup option beyond what is available through the pickup_types option. - By placing autopickup_exception lines in your configuration - file, you can define patterns to be checked when the game is + By placing autopickup_exception lines in your configuration + file, you can define patterns to be checked when the game is about to autopickup something. autopickup_exception - Sets an exception to the pickup_types option. The autopick- - up_exception option should be followed by a regular expression - to be used as a pattern to match against the singular form of + Sets an exception to the pickup_types option. The autopick- + up_exception option should be followed by a regular expression + to be used as a pattern to match against the singular form of the description of an object at your location. - In addition, some characters are treated specially if they oc- + In addition, some characters are treated specially if they oc- cur as the first character in the pattern, specifically: < - always pickup an object that matches rest of pattern; > - never pickup an object that matches rest of pattern. - A `never pickup' rule takes precedence over an `always pickup' + A `never pickup' rule takes precedence over an `always pickup' rule if both match. - Exceptions can be set with the `O' command, but ones set that + Exceptions can be set with the `O' command, but ones set that way will not be preserved across saves and restores. Here are some examples: @@ -3611,9 +3613,9 @@ autopickup_exception=">*corpse" autopickup_exception=">* cursed*" - The first example above will result in autopickup of any - type of arrow. The second example results in the exclusion of - any corpse from autopickup. The last example results in the ex- + The first example above will result in autopickup of any + type of arrow. The second example results in the exclusion of + any corpse from autopickup. The last example results in the ex- clusion of items known to be cursed from autopickup. 9.9. Configuring Message Types @@ -3622,8 +3624,6 @@ area, when the message matches a user-defined pattern. - - NetHack 3.6 January 18, 2016 @@ -3649,44 +3649,44 @@ stop - wait for user with more-prompt. norep - show the message once, but not again if no other message is shown in between. - Here's an example of message types using NetHack's internal + Here's an example of message types using NetHack's internal pattern matching facility: MSGTYPE=stop "You feel hungry." MSGTYPE=hide "You displaced *." - specifies that whenever a message "You feel hungry" is shown, - the user is prompted with more-prompt, and a message matching + specifies that whenever a message "You feel hungry" is shown, + the user is prompted with more-prompt, and a message matching "You displaced ." is not shown at all. - The order of the defined MSGTYPE-lines is important; the last - matching rule is used. Put the general case first, exceptions + The order of the defined MSGTYPE-lines is important; the last + matching rule is used. Put the general case first, exceptions below them. 9.10. Configuring Menu Colors Some platforms allow you to define colors used in menu lines - when the line matches a user-defined pattern. At this time the + when the line matches a user-defined pattern. At this time the tty, win32tty and win32gui support this. - In general, the config file entries to configure the menu + In general, the config file entries to configure the menu color mappings look like this: MENUCOLOR="pattern"=color&attribute pattern - the pattern to match; - color - the color to use for lines matching the pat- + color - the color to use for lines matching the pat- tern; - attribute - the attribute to use for lines matching the - pattern. The attribute is optional, and if + attribute - the attribute to use for lines matching the + pattern. The attribute is optional, and if left out, you must also leave out the preced- - ing ampersand. If no attribute is defined, + ing ampersand. If no attribute is defined, no attribute is used. The pattern should be a regular expression. - Allowed colors are black, red, green, brown, blue, magenta, - cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen- + Allowed colors are black, red, green, brown, blue, magenta, + cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen- ta, lightcyan, and white. @@ -3700,49 +3700,49 @@ - Allowed attributes are none, bold, dim, underline, blink, and - inverse. Note that the platform used may interpret the at- + Allowed attributes are none, bold, dim, underline, blink, and + inverse. Note that the platform used may interpret the at- tributes any way it wants. - Here's an example of menu colors using NetHack's internal pat- + Here's an example of menu colors using NetHack's internal pat- tern matching facility: MENUCOLOR="* blessed *"=green MENUCOLOR="* cursed *"=red MENUCOLOR="* cursed *(being worn)"=red&underline - specifies that any menu line with " blessed " contained in it - will be shown in green color, lines with " cursed " will be - shown in red, and lines with " cursed " followed by "(being - worn)" on the same line will be shown in red color and under- - lined. You can have multiple MENUCOLOR entries in your config - file, and the last MENUCOLOR-line in your config file that + specifies that any menu line with " blessed " contained in it + will be shown in green color, lines with " cursed " will be + shown in red, and lines with " cursed " followed by "(being + worn)" on the same line will be shown in red color and under- + lined. You can have multiple MENUCOLOR entries in your config + file, and the last MENUCOLOR-line in your config file that matches a menu line will be used for the line. Note that if you intend to have one or more color specifica- - tions match " uncursed ", you will probably want to turn the im- + tions match " uncursed ", you will probably want to turn the im- plicit_uncursed option off so that all items known to be uncursed are actually displayed with the ``uncursed'' description. 9.11. Configuring User Sounds - Some platforms allow you to define sound files to be played - when a message that matches a user-defined pattern is delivered + Some platforms allow you to define sound files to be played + when a message that matches a user-defined pattern is delivered to the message window. At this time the Qt port and the win32tty and win32gui ports support the use of user sounds. - The following config file entries are relevant to mapping + The following config file entries are relevant to mapping user sounds to messages: SOUNDDIR The directory that houses the sound files to be played. SOUND - An entry that maps a sound file to a user-specified message - pattern. Each SOUND entry is broken down into the following + An entry that maps a sound file to a user-specified message + pattern. Each SOUND entry is broken down into the following parts: - MESG - message window mapping (the only one supported in + MESG - message window mapping (the only one supported in 3.6); pattern - the pattern to match; sound file - the sound file to play; @@ -3753,7 +3753,7 @@ 9.12. Configuring Status Hilites Your copy of NetHack may have been compiled with support for - ``Status Hilites''. If so, you can customize your game display + ``Status Hilites''. If so, you can customize your game display NetHack 3.6 January 18, 2016 @@ -3769,13 +3769,13 @@ by setting thresholds to change the color or appearance of fields in the status display. - For example, the following line in your config file will - cause the hitpoints field to display in the color red if your + For example, the following line in your config file will + cause the hitpoints field to display in the color red if your hitpoints drop to or below a threshold of 30%: OPTION=hilite_status: hitpoints/30%/red/normal - For another example, the following line in your config file + For another example, the following line in your config file will cause wisdom to be displayed red if it drops and green if it rises. @@ -3791,32 +3791,32 @@ hitpoints hitpoints-max dungeon-level experience condition - Allowed colors are black, red, green, brown, blue, magenta, - cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen- + Allowed colors are black, red, green, brown, blue, magenta, + cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen- ta, lightcyan, and white. - Allowed attributes are bold, inverse, normal. Note that the + Allowed attributes are bold, inverse, normal. Note that the platform used may interpret the attributes any way it wants. Behaviours can occur based on percentage thresholds, updown, or - absolute values. The in-game options menu can help you deter- + absolute values. The in-game options menu can help you deter- mine the correct syntax for a config file. - The whole feature can be disabled by setting option sta- + The whole feature can be disabled by setting option sta- tushilites off. 9.13. Modifying NetHack Symbols NetHack can load entire symbol sets from the symbol file. - The options that are used to select a particular symbol set + The options that are used to select a particular symbol set from the symbol file are: symset Set the name of the symbol set that you want to load. roguesymset - Set the name of the symbol set that you want to load for dis- + Set the name of the symbol set that you want to load for dis- play on the rogue level. @@ -3832,13 +3832,13 @@ - You can also override one or more symbols using the SYMBOLS - config file option. Symbols are specified as name:value pairs. - Note that NetHack escape-processes the value string in conven- + You can also override one or more symbols using the SYMBOLS + config file option. Symbols are specified as name:value pairs. + Note that NetHack escape-processes the value string in conven- tional C fashion. This means that \ is a prefix to take the fol- lowing character literally. Thus \ needs to be represented as \\. The special escape form \m switches on the meta bit in the symbol - value, and the \^ prefix causes the following character to be + value, and the \^ prefix causes the following character to be treated as a control character. NetHack Symbols @@ -4051,33 +4051,33 @@ 9.14. Configuring NetHack for Play by the Blind - NetHack can be set up to use only standard ASCII characters - for making maps of the dungeons. This makes the MS-DOS versions - of NetHack completely accessible to the blind who use speech - and/or Braille access technologies. Players will require a good - working knowledge of their screen-reader's review features, and - will have to know how to navigate horizontally and vertically - character by character. They will also find the search capabili- - ties of their screen-readers to be quite valuable. Be certain to - examine this Guidebook before playing so you have an idea what - the screen layout is like. You'll also need to be able to locate - the PC cursor. It is always where your character is located. - Merely searching for an @-sign will not always find your charac- + NetHack can be set up to use only standard ASCII characters + for making maps of the dungeons. This makes the MS-DOS versions + of NetHack completely accessible to the blind who use speech + and/or Braille access technologies. Players will require a good + working knowledge of their screen-reader's review features, and + will have to know how to navigate horizontally and vertically + character by character. They will also find the search capabili- + ties of their screen-readers to be quite valuable. Be certain to + examine this Guidebook before playing so you have an idea what + the screen layout is like. You'll also need to be able to locate + the PC cursor. It is always where your character is located. + Merely searching for an @-sign will not always find your charac- ter since there are other humanoids represented by the same sign. - Your screen-reader should also have a function which gives you - the row and column of your review cursor and the PC cursor. - These co-ordinates are often useful in giving players a better + Your screen-reader should also have a function which gives you + the row and column of your review cursor and the PC cursor. + These co-ordinates are often useful in giving players a better sense of the overall location of items on the screen. - While it is not difficult for experienced users to edit the - defaults.nh file to accomplish this, novices may find this task - somewhat daunting. Included within the ``symbols'' file of all - official distributions of NetHack is a symset called NHAccess. - Selecting that symset in your configuration file will cause the - game to run in a manner accessible to the blind. After you have - gained some experience with the game and with editing files, you - may want to alter settings via SYMBOLS= in your configuration - file to better suit your preferences. The most crucial settings + While it is not difficult for experienced users to edit the + defaults.nh file to accomplish this, novices may find this task + somewhat daunting. Included within the ``symbols'' file of all + official distributions of NetHack is a symset called NHAccess. + Selecting that symset in your configuration file will cause the + game to run in a manner accessible to the blind. After you have + gained some experience with the game and with editing files, you + may want to alter settings via SYMBOLS= in your configuration + file to better suit your preferences. The most crucial settings to make the game accessible are: symset:NHAccess @@ -4097,52 +4097,52 @@ roguesymset:NHAccess - Load a symbol set for the rogue level that is appropriate for + Load a symbol set for the rogue level that is appropriate for use by blind players. menustyle:traditional This will assist in the interface to speech synthesizers. number_pad - A lot of speech access programs use the number-pad to review + A lot of speech access programs use the number-pad to review the screen. If this is the case, disable the number_pad option and use the traditional Rogue-like commands. 9.15. Global Configuration for System Administrators - If NetHack is compiled with the SYSCF option, a system ad- - ministrator should set up a global configuration; this is a file + If NetHack is compiled with the SYSCF option, a system ad- + ministrator should set up a global configuration; this is a file in the same format as the traditional per-user configuration file (see above). This file should be named sysconf and placed in the - same directory as the other NetHack support files. The options + same directory as the other NetHack support files. The options recognized in this file are listed below. Any option not set us- - es a compiled-in default (which may not be appropriate for your + es a compiled-in default (which may not be appropriate for your system). WIZARDS A space-separated list of user names who are allowed to - play in wizard mode (the debugging mode, not the magic-using + play in wizard mode (the debugging mode, not the magic-using role). A value of a single asterisk (*) allows anyone to start a game in wizard mode. - SHELLERS A list of users who are allowed to use the shell es- + SHELLERS A list of users who are allowed to use the shell es- cape command (!). The syntax is the same as WIZARDS. - EXPLORERS A list of users who are allowed to use the explore + EXPLORERS A list of users who are allowed to use the explore mode. The syntax is the same as WIZARDS. - MAXPLAYERS Limit the maximum number of games that can be run- + MAXPLAYERS Limit the maximum number of games that can be run- ning at the same time. - SUPPORT A string explaining how to get local support (no de- + SUPPORT A string explaining how to get local support (no de- fault value). - RECOVER A string explaining how to recover a game on this sys- + RECOVER A string explaining how to recover a game on this sys- tem (no default value). - SEDUCE 0 or 1 to disable or enable, respectively, the SEDUCE + SEDUCE 0 or 1 to disable or enable, respectively, the SEDUCE option (see the source for details on this function). - CHECK_SAVE_UID 0 or 1 to disable or enable, respectively, the + CHECK_SAVE_UID 0 or 1 to disable or enable, respectively, the UID checking for savefiles. The following options affect the score file: @@ -4167,7 +4167,7 @@ POINTSMIN Minimum number of points to get an entry in the score file. - PERS_IS_UID 0 or 1 to use user names or numeric userids, re- + PERS_IS_UID 0 or 1 to use user names or numeric userids, re- spectively, to identify unique people for the score file. MAX_STATUENAME_RANK Maximum number of score file entries to use @@ -4175,45 +4175,45 @@ 10. Scoring - NetHack maintains a list of the top scores or scorers on + NetHack maintains a list of the top scores or scorers on your machine, depending on how it is set up. In the latter case, - each account on the machine can post only one non-winning score - on this list. If you score higher than someone else on this - list, or better your previous score, you will be inserted in the - proper place under your current name. How many scores are kept + each account on the machine can post only one non-winning score + on this list. If you score higher than someone else on this + list, or better your previous score, you will be inserted in the + proper place under your current name. How many scores are kept can also be set up when NetHack is compiled. - Your score is chiefly based upon how much experience you + Your score is chiefly based upon how much experience you gained, how much loot you accumulated, how deep you explored, and how the game ended. If you quit the game, you escape with all of - your gold intact. If, however, you get killed in the Mazes of + your gold intact. If, however, you get killed in the Mazes of Menace, the guild will only hear about 90% of your gold when your - corpse is discovered (adventurers have been known to collect - finder's fees). So, consider whether you want to take one last - hit at that monster and possibly live, or quit and stop with - whatever you have. If you quit, you keep all your gold, but if + corpse is discovered (adventurers have been known to collect + finder's fees). So, consider whether you want to take one last + hit at that monster and possibly live, or quit and stop with + whatever you have. If you quit, you keep all your gold, but if you swing and live, you might find more. - If you just want to see what the current top players/games + If you just want to see what the current top players/games list is, you can type nethack -s all on most versions. 11. Explore mode - NetHack is an intricate and difficult game. Novices might + NetHack is an intricate and difficult game. Novices might falter in fear, aware of their ignorance of the means to survive. - Well, fear not. Your dungeon comes equipped with an ``explore'' + Well, fear not. Your dungeon comes equipped with an ``explore'' or ``discovery'' mode that enables you to keep old save files and - cheat death, at the paltry cost of not getting on the high score + cheat death, at the paltry cost of not getting on the high score list. - There are two ways of enabling explore mode. One is to - start the game with the -X command-line switch or with the play- - mode:explore option. The other is to issue the ``#exploremode'' - extended command while already playing the game. Starting a new + There are two ways of enabling explore mode. One is to + start the game with the -X command-line switch or with the play- + mode:explore option. The other is to issue the ``#exploremode'' + extended command while already playing the game. Starting a new game in explore mode provides your character with a wand of wish- - ing in initial inventory; switching during play does not. The - other benefits of explore mode are left for the trepid reader to + ing in initial inventory; switching during play does not. The + other benefits of explore mode are left for the trepid reader to discover. @@ -4231,55 +4231,55 @@ 11.1. Debug mode Debug mode, also known as wizard mode, is undocumented aside - from this brief description. It is intended for tracking down - problems within the program rather than to provide god-like pow- - ers to your character, and players who attempt debugging are ex- - pected to figure out how to use it themselves. It is initiated - by starting the game with the -D command-line switch or with the + from this brief description. It is intended for tracking down + problems within the program rather than to provide god-like pow- + ers to your character, and players who attempt debugging are ex- + pected to figure out how to use it themselves. It is initiated + by starting the game with the -D command-line switch or with the playmode:debug option. - For some systems, the player must be logged in under a par- - ticular user name to be allowed to use debug mode; for others, - the hero must be given a particular character name (but may be - any role; there's no connection between ``wizard mode'' and the - Wizard role). And on any system, the program might have been - configured to omit debug mode entirely. Attempting to start a - game in debug mode when not allowed or not available will result + For some systems, the player must be logged in under a par- + ticular user name to be allowed to use debug mode; for others, + the hero must be given a particular character name (but may be + any role; there's no connection between ``wizard mode'' and the + Wizard role). And on any system, the program might have been + configured to omit debug mode entirely. Attempting to start a + game in debug mode when not allowed or not available will result in falling back to explore mode instead. 12. Credits - The original hack game was modeled on the Berkeley UNIX - rogue game. Large portions of this paper were shamelessly - cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy - and Kenneth C. R. C. Arnold. Small portions were adapted from + The original hack game was modeled on the Berkeley UNIX + rogue game. Large portions of this paper were shamelessly + cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy + and Kenneth C. R. C. Arnold. Small portions were adapted from Further Exploration of the Dungeons of Doom, by Ken Arromdee. NetHack is the product of literally dozens of people's work. - Main events in the course of the game development are described + Main events in the course of the game development are described below: - Jay Fenlason wrote the original Hack, with help from Kenny + Jay Fenlason wrote the original Hack, with help from Kenny Woodland, Mike Thome and Jon Payne. Andries Brouwer did a major re-write, transforming Hack into - a very different game, and published (at least) three versions + a very different game, and published (at least) three versions (1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet. - Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, - producing PC HACK 1.01e, added support for DEC Rainbow graphics - in version 1.03g, and went on to produce at least four more ver- + Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, + producing PC HACK 1.01e, added support for DEC Rainbow graphics + in version 1.03g, and went on to produce at least four more ver- sions (3.0, 3.2, 3.51, and 3.6). - R. Black ported PC HACK 3.51 to Lattice C and the Atari + R. Black ported PC HACK 3.51 to Lattice C and the Atari 520/1040ST, producing ST Hack 1.03. Mike Stephenson merged these various versions back together, - incorporating many of the added features, and produced NetHack - 1.4. He then coordinated a cast of thousands in enhancing and - debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. + incorporating many of the added features, and produced NetHack + 1.4. He then coordinated a cast of thousands in enhancing and + debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. @@ -4299,55 +4299,55 @@ Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep- oint, and Janet Walz, to produce NetHack 3.0c. - NetHack 3.0 was ported to the Atari by Eric R. Smith, to - OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three + NetHack 3.0 was ported to the Atari by Eric R. Smith, to + OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three of them and Kevin Darcy later joined the main development team to produce subsequent revisions of 3.0. - Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm - Meluch, Stephen Spackman and Pierre Martineau designed overlay - code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the - Macintosh. Along with various other Dungeoneers, they continued - to enhance the PC, Macintosh, and Amiga ports through the later + Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm + Meluch, Stephen Spackman and Pierre Martineau designed overlay + code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the + Macintosh. Along with various other Dungeoneers, they continued + to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0. - Headed by Mike Stephenson and coordinated by Izchak Miller - and Janet Walz, the development team which now included Ken Ar- - romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt - Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric - Raymond, and Eric Smith undertook a radical revision of 3.0. + Headed by Mike Stephenson and coordinated by Izchak Miller + and Janet Walz, the development team which now included Ken Ar- + romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt + Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric + Raymond, and Eric Smith undertook a radical revision of 3.0. They re-structured the game's design, and re-wrote major parts of - the code. They added multiple dungeons, a new display, special - individual character quests, a new endgame and many other new + the code. They added multiple dungeons, a new display, special + individual character quests, a new endgame and many other new features, and produced NetHack 3.1. - Ken Lorber, Gregg Wonderly and Greg Olson, with help from - Richard Addison, Mike Passaretti, and Olaf Seibert, developed + Ken Lorber, Gregg Wonderly and Greg Olson, with help from + Richard Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for the Amiga. - Norm Meluch and Kevin Smolkowski, with help from Carl Sche- + Norm Meluch and Kevin Smolkowski, with help from Carl Sche- lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC. Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike - Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny - Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack + Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny + Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack 3.1 for the Macintosh, porting it for MPW. Building on their de- velopment, Barton House added a Think C port. Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port- - ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua - Delahunty, was responsible for the VMS version of NetHack 3.1. + ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua + Delahunty, was responsible for the VMS version of NetHack 3.1. Michael Allison ported NetHack 3.1 to Windows NT. - Dean Luick, with help from David Cohrs, developed NetHack - 3.1 for X11. Warwick Allison wrote a tiled version of NetHack - for the Atari; he later contributed the tiles to the DevTeam and + Dean Luick, with help from David Cohrs, developed NetHack + 3.1 for X11. Warwick Allison wrote a tiled version of NetHack + for the Atari; he later contributed the tiles to the DevTeam and tile support was then added to other platforms. - The 3.2 development team, comprised of Michael Allison, Ken - Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, - Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric + The 3.2 development team, comprised of Michael Allison, Ken + Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, + Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric NetHack 3.6 January 18, 2016 @@ -4360,57 +4360,57 @@ - Smith, Mike Stephenson, Janet Walz, and Paul Winner, released + Smith, Mike Stephenson, Janet Walz, and Paul Winner, released version 3.2 in April of 1996. Version 3.2 marked the tenth anniversary of the formation of - the development team. In a testament to their dedication to the - game, all thirteen members of the original development team re- - mained on the team at the start of work on that release. During - the interval between the release of 3.1.3 and 3.2, one of the - founding members of the development team, Dr. Izchak Miller, was - diagnosed with cancer and passed away. That release of the game + the development team. In a testament to their dedication to the + game, all thirteen members of the original development team re- + mained on the team at the start of work on that release. During + the interval between the release of 3.1.3 and 3.2, one of the + founding members of the development team, Dr. Izchak Miller, was + diagnosed with cancer and passed away. That release of the game was dedicated to him by the development and porting teams. During the lifespan of NetHack 3.1 and 3.2, several enthusi- - asts of the game added their own modifications to the game and + asts of the game added their own modifications to the game and made these ``variants'' publicly available: - Tom Proudfoot and Yuval Oren created NetHack++, which was - quickly renamed NetHack--. Working independently, Stephen White - wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and + Tom Proudfoot and Yuval Oren created NetHack++, which was + quickly renamed NetHack--. Working independently, Stephen White + wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War- - wick Allison improved the spell casting system with the Wizard - Patch. Warwick Allison also ported NetHack to use the Qt inter- + wick Allison improved the spell casting system with the Wizard + Patch. Warwick Allison also ported NetHack to use the Qt inter- face. - Warren Cheung combined SLASH with the Wizard Patch to pro- - duce Slash'em, and with the help of Kevin Hugo, added more fea- - tures. Kevin later joined the DevTeam and incorporated the best + Warren Cheung combined SLASH with the Wizard Patch to pro- + duce Slash'em, and with the help of Kevin Hugo, added more fea- + tures. Kevin later joined the DevTeam and incorporated the best of these ideas in NetHack 3.3. The final update to 3.2 was the bug fix release 3.2.3, which - was released simultaneously with 3.3.0 in December 1999 just in + was released simultaneously with 3.3.0 in December 1999 just in time for the Year 2000. The 3.3 development team, consisting of Michael Allison, Ken - Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, - Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean - Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and - Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August + Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, + Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean + Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and + Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August of 2000. Version 3.3 offered many firsts. It was the first version to - separate race and profession. The Elf class was removed in pref- + separate race and profession. The Elf class was removed in pref- erence to an elf race, and the races of dwarves, gnomes, and orcs - made their first appearance in the game alongside the familiar - human race. Monk and Ranger roles joined Archeologists, Barbar- - ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, - Tourists, Valkyries and of course, Wizards. It was also the - first version to allow you to ride a steed, and was the first - version to have a publicly available web-site listing all the - bugs that had been discovered. Despite that constantly growing - bug list, 3.3 proved stable enough to last for more than a year + made their first appearance in the game alongside the familiar + human race. Monk and Ranger roles joined Archeologists, Barbar- + ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, + Tourists, Valkyries and of course, Wizards. It was also the + first version to allow you to ride a steed, and was the first + version to have a publicly available web-site listing all the + bugs that had been discovered. Despite that constantly growing + bug list, 3.3 proved stable enough to last for more than a year and a half. @@ -4426,60 +4426,60 @@ - The 3.4 development team initially consisted of Michael Al- - lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken - Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and - Paul Winner, with Warwick Allison joining just before the re- + The 3.4 development team initially consisted of Michael Al- + lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken + Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and + Paul Winner, with Warwick Allison joining just before the re- lease of NetHack 3.4.0 in March 2002. - As with version 3.3, various people contributed to the game + As with version 3.3, various people contributed to the game as a whole as well as supporting ports on the different platforms that NetHack runs on: Pat Rankin maintained 3.4 for VMS. - Michael Allison maintained NetHack 3.4 for the MS-DOS plat- + Michael Allison maintained NetHack 3.4 for the MS-DOS plat- form. Paul Winner and Yitzhak Sapir provided encouragement. - Dean Luick, Mark Modrall, and Kevin Hugo maintained and en- + Dean Luick, Mark Modrall, and Kevin Hugo maintained and en- hanced the Macintosh port of 3.4. - Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, - and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft + Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, + and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft Windows platform. Alex Kompel contributed a new graphical inter- - face for the Windows port. Alex Kompel also contributed a Win- + face for the Windows port. Alex Kompel also contributed a Win- dows CE port for 3.4.1. Ron Van Iwaarden was the sole maintainer of NetHack for OS/2 - the past several releases. Unfortunately Ron's last OS/2 machine - stopped working in early 2006. A great many thanks to Ron for + the past several releases. Unfortunately Ron's last OS/2 machine + stopped working in early 2006. A great many thanks to Ron for keeping NetHack alive on OS/2 all these years. - Janne Salmijarvi and Teemu Suikki maintained and enhanced - the Amiga port of 3.4 after Janne Salmijarvi resurrected it for + Janne Salmijarvi and Teemu Suikki maintained and enhanced + the Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1. - Christian ``Marvin'' Bressler maintained 3.4 for the Atari + Christian ``Marvin'' Bressler maintained 3.4 for the Atari after he resurrected it for 3.3.1. The release of NetHack 3.4.3 in December 2003 marked the be- ginning of a long release hiatus. 3.4.3 proved to be a remarkably stable version that provided continued enjoyment by the community - for more than a decade. The devteam slowly and quietly continued + for more than a decade. The devteam slowly and quietly continued to work on the game behind the scenes during the tenure of 3.4.3. - It was during that same period that several new variants emerged - within the NetHack community. Notably sporkhack by Derek S. Ray, - unnethack by Patric Mueller, nitrohack and its successors origi- - nally by Daniel Thaler and then by Alex Smith, and Dynahack by - Tung Nguyen. Some of those variants continue to be developed, + It was during that same period that several new variants emerged + within the NetHack community. Notably sporkhack by Derek S. Ray, + unnethack by Patric Mueller, nitrohack and its successors origi- + nally by Daniel Thaler and then by Alex Smith, and Dynahack by + Tung Nguyen. Some of those variants continue to be developed, maintained, and enjoyed by the community to this day. - At the beginning of development for what would eventually - get released as 3.6.0, the development team consisted of Warwick - Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Col- - let, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet - Walz, and Paul Winner. Leading up to the release of 3.6.0 in - early 2015, new members Sean Hunt, Pasi Kallinen, and Derek S. + At the beginning of development for what would eventually + get released as 3.6.0, the development team consisted of Warwick + Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Col- + let, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet + Walz, and Paul Winner. Leading up to the release of 3.6.0 in + early 2015, new members Sean Hunt, Pasi Kallinen, and Derek S. NetHack 3.6 January 18, 2016 @@ -4496,35 +4496,35 @@ In September 2014, an interim snapshot of the code under de- velopment was released publicly by other parties. Since that code - was a work-in-progress and had not gone through the process of - debugging it as a suitable release, it was decided that the ver- - sion numbers present on that code snapshot would be retired and - never used in an official NetHack release. An announcement was - posted on the devteam's official nethack.org website to that ef- - fect, stating that there would never be a 3.4.4, 3.5, or 3.5.0 + was a work-in-progress and had not gone through the process of + debugging it as a suitable release, it was decided that the ver- + sion numbers present on that code snapshot would be retired and + never used in an official NetHack release. An announcement was + posted on the devteam's official nethack.org website to that ef- + fect, stating that there would never be a 3.4.4, 3.5, or 3.5.0 official release version. - In November 2014, preparation began for the release of - NetHack 3.6. The 3.6 version merges work done by the development + In November 2014, preparation began for the release of + NetHack 3.6. The 3.6 version merges work done by the development team since the previous release with some of the beloved communi- - ty patches. Many bugs were fixed and a large amount of code was + ty patches. Many bugs were fixed and a large amount of code was restructured. The development team, as well as Steve VanDevender and Kevin Smolkowski ensured that NetHack 3.6 continued to operate on vari- ous Unix flavors and maintained the X11 interface. - Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main- + Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main- tained the port of NetHack 3.6 for Mac. - Michael Allison, Derek S. Ray, Yitzhak Sapir, Alex Kompel, - and Dion Nicolaas maintained the port of NetHack 3.6 for Mi- + Michael Allison, Derek S. Ray, Yitzhak Sapir, Alex Kompel, + and Dion Nicolaas maintained the port of NetHack 3.6 for Mi- crosoft Windows. The 3.6 development team consisting of Michael Allison, War- - wick Allison, Ken Arromdee, David Cohrs, Jessie Collet, Sean - Hunt, Pasi Kallinen, Ken Lorber, Dean Luick, Pat Rankin, Mike - Stephenson, Derek S. Ray, Janet Walz, and Paul Winner released + wick Allison, Ken Arromdee, David Cohrs, Jessie Collet, Sean + Hunt, Pasi Kallinen, Ken Lorber, Dean Luick, Pat Rankin, Mike + Stephenson, Derek S. Ray, Janet Walz, and Paul Winner released 3.6.1 as a bug fix release in January 2016. The official NetHack web site is maintained by Ken Lorber at @@ -4532,20 +4532,20 @@ SHOUT-OUTS - The devteam would like to give a special "shout-out" to - thank the generous people primarily responsible for the public + The devteam would like to give a special "shout-out" to + thank the generous people primarily responsible for the public NetHack servers available for playing the game at nethack.alt.org and devnull.net. In addition to providing a way for the public to play a game of NetHack from almost anywhere, they have hosted an- nual NetHack tournaments for many, many years. - On behalf of the NetHack community, thank you very much to + On behalf of the NetHack community, thank you very much to M. Drew Streib, Pasi Kallinen and Robin Bandy. - - - - - - - - - - - From time to time, some depraved individual out there in - netland sends a particularly intriguing modification to help out + From time to time, some depraved individual out there in + netland sends a particularly intriguing modification to help out NetHack 3.6 January 18, 2016 @@ -4558,8 +4558,8 @@ - with the game. The Gods of the Dungeon sometimes make note of - the names of the worst of these miscreants in this, the list of + with the game. The Gods of the Dungeon sometimes make note of + the names of the worst of these miscreants in this, the list of Dungeoneers: Adam Aronow Janet Walz Nathan Eady @@ -4603,7 +4603,7 @@ Izchak Miller Mike Stephenson J. Ali Harlow Mikko Juola - Brand and product names are trademarks or registered trademarks + Brand and product names are trademarks or registered trademarks of their respective holders. -- 2.40.0