Changelog for SLASH'EM Extended, written by Amy, given in reverse chronological order 2.9.2 - March 2024 - There is now an extra effect if the player has both in- and extrinsic death resistance. Previously, that property was somehow lacking a "double effect". - Added a new "karate" martial arts style. - Fixed the oddity where blindfold-slot wearable items would always display a "You have been wearing " message when they got removed, even if the removal was due to an item-stealing monster, item teleportation effect or the like. - Wands and spellbooks are much less likely to spawn cancelled now. - Ported a fix from the variant that calls itself 3.7 to prevent players from getting rid of Rodney permanently via luring him to the dlvl1 upstair. - Recharging an item should no longer factor in the item's previous charge count. - Spell retention now factors into the calculation for spell memory decay: higher retention causes spells to last longer. - Tried to add proper support for bright colors; whether that works remains to be seen. - Removed an information leak with spell descriptions. - Some trap effects improperly didn't stop the player's occupation, now they do. - If the player switches weapons while dual-wielding, the character no longer automatically switches to single weapon mode as long as the new main weapon is also one-handed. - Fixed bugged special rooms that could cause stairs to be overridden by other terrain. - Fixed a possible crash bug with holding traps, which may have been inadvertently caused by some earlier commit. - Added a new material for items, "lacquer". - If the player ascends and decides to go on playing in freeplay mode, a bunch of skill points is given as a reward now. 2.9.1 - February 2024 - Glass and obsidian items are less likely to break in situations where it's not the player's fault that they got impacted. - Depression, the Riders, Yeenoghu and Asmodeus have been toned down. - Spellbooks now spawn with a higher average amount of charges and are less likely to be destroyed upon failed readings. - It is now possible to pay demon lords with money in the character's container. - Blackjack now rewards higher-enchanted gear the more games a player wins in succession. 2.9.0 - January 2024 - Fixed a vanilla bug that could cause the game to hang during the post-game wrapup if a character got killed by a monster with a long name. - The deadly sins and stronger versions of the alignment quest bosses are less powerful now. - If the player is polymorphed into something blind, they now have a way of detecting certain monsters. - Added two new types of shop that can appear randomly. - Fixed bugs where the player could be afflicted with status effects permanently with no way of curing them. - Shirts display their text in the dumplog now. - The player's achievements are displayed in the conduct screen now. - Fixed several bugs where farmland was still behaving like walls. - Added a --More-- prompt to phase traps. - Fixed a bug where unique monsters' corpses dropped down a staircase wouldn't display their name correctly. - Being cancelled now stops the player's occupation. - Quite a bunch of aspects now gain bonuses from experience level and also from reaching certain in-game milestones, so lategame characters should suck a bit less. - The chance to block a projectile is capped now and can no longer reach 100%, so as to not render the character completely impervious to missile attacks. - Higher experience levels should cause the character to get hit by high heel failure effects less often. - Certain lightweight weapon types now get bonuses if they're offhanded by a dual-wielding character. - Gave back some overnerfs with regard to spells. - Fixed (hopefully) several issues where monster-versus-monster combat, particularly when pets are involved, wasn't handled correctly. - Artifact blasts do less damage now. 2.8.9 - December 2023 - Fixed the bug where wall traps wouldn't correctly set the created wall as "cannot be seen through". - The dumplog also displays the elapsed realtime since the start of the game now. - Tried to add more hints for new players to guide them to the option that turns the number pad on. Hopefully seasoned players will also read the part where it tells them how to turn those messages off. - Fixed several vanilla and SLASH'EM bugs where timed items (e.g. oil lamps or potions of oil) weren't getting their age variable set correctly. - The new high heel type skills can now also be trained by kicking an enemy with the appropriate type of footwear. - Monsters will now only empty containers on the ground if the player is playing evilvariant mode. - When being completely overloaded, the player now has the ability to attempt a cheater prayer (but can also still use a regular prayer). - The game now counts how many times the player escapes past messages, and displays them in the conduct screen. - Artifacts that invoke for blackjack don't require zorkmids to play now. - Hopefully fixed the issue where dead monsters could sometimes still pick up items and swallow them (because the monster was no longer there, so there was no way to kill it and make it drop the items). - Fixed some issues where functions that were supposed to run in the Gehennom subdungeon specifically, were also running in other subdungeons flagged as "hellish". 2.8.8 - December 2023 - Purposefully mimicking something via the #monster command costs mana now and can train the squeaking skill. - If you're mimicking something as a result of having eaten a mimic, and you get hurt, you immediately stop mimicking now. - Fixed errors where weapons that are supposed to be capable of hurting shades didn't always do so. - Base Pw costs of spells are displayed in the spell menu now. - Added capoeira as a hidden martial arts style. - Fixed an age-old issue where the wand of remove resistance would typically try to remove several intrinsics from the player with a single zap. - Some feminism traps have stronger versions of their effects now. - Rebalanced the level difficulty, especially later into the game, to hopefully prevent the game from bombarding the player with endless amounts of high-level supermonsters. - Rebalanced bulletator, fluidator, garlicator, pompeji etc. squads, they were too deadly. - Added new skills for the different types of high heels. - Overhauled the system for choosing random traps, to reduce the proliferation of really annoying or dangerous ones. 2.8.7 - October 2023 - Re-adjusted the player's HP and Pw regeneration rates somewhat. - Overhauled the loot reduction chances in the late game. - Fixed an oversight that prevented items from being dipped into water tunnels. - Fixed issues where monsters would sometimes take very long to eat specific items. This was particularly annoying for pets. - Added a system where the player may "recall" (or return) to certain specific, previously visited dungeon levels. Like Angband, Elona and similar games, the effect takes a couple of turns until it actually levelports the player to the destination level. - Wizard mode now allows the player to polymorph into invalid monster forms and increase the polymorph duration, for testing purposes. - Added a potential fix for the problem where pets would sometimes drop their weapon upon saving and loading the game. - Fixed a crash if the guardian angel on the Astral Plane failed to get a silver saber. - The Ctrl-T command to invoke teleportitis at will is more costly and can no longer try to cast the teleport away spell. - Leveling past XL30 now boosts the level of a random technique by one every time. - If a trap moves, it now correctly updates vision of the squares affected. - The player can now choose between various martial arts styles which affect bare-handed combat or, in some cases, weapon combat (usually with specific weapons). - Added a new boulder-throwing skill, which can only be used by giant players. - Players who are burdened (but not stressed) no longer fall down the stairs every time, but only sometimes, and being stressed doesn't prevent moving up stairs. - Late into the game, good items should now be more common. - Fixed a crash bug with the boomerang, which was inadvertently introduced by an earlier change. - Fixed certain artifact invocation effects that generated items without initializing the generated items properly. - Concealing and hiding monsters now become aggressive when wounded. They used to just sit there and let players pelt them to death. - Spell memory is much easier to gain and also lasts a lot longer now. - For every trophy the player scores, the carry cap is increased a bit now. - Potions of oil can now heal cars. - Improved loot in various places, especially full-screen mazes. - Chatting to a shiny monster now gives a dialogue that allows the player to turn them into a pet. - Fixed a bug where the wounded legs effect could reduce the player character's dexterity permanently, and possibly multiple times with no way to fix it. - Shirts are no longer guaranteed to rip to pieces when the player character polymorphs into a dragon due to wearing dragon scales. - The monster spawn rate can now occasionally fluctuate between higher and lower values. 2.8.6 - August 2023 - Racial artifacts that belong to a race that "hates" the current player character are no longer impossible to spawn as sacrifice gifts, just a lot less likely than other artifacts. - Fixed a bug where the wand of charging was too strong. - The game no longer refuses to load a savegame just because it belonged to a different user. - Toned down the effects of the katharina trap. - Fixed an oversight where lich race player characters were dealing too much damage in melee. - Monsters no longer use amulets of life saving. Instead, there is an amulet of monster saving that specifically saves monsters from death. - Monsters who had their levels boosted beyond their base level no longer give excessive amounts of experience when killed. - The player will now fail to move through diagonal passages when their carried weight exceeds the current maximum possible carry cap; previously, it happened when having more than 5000 units of weight, even if the limit was higher. - Boulders can now break when the player throws them at a monster, and they are no longer weightless for a giant player. - Certain playable races with speed boosts no longer boost the character's speed while polymorphed. - Added saving throws to item destruction caused by jousting, polymorphing into big monsters, or being disintegrated. Previously, those effects were destroying the affected items unconditionally. - Reaching certain in-game milestones now rewards players with additional skill points. - Fixed a vanilla oversight that caused non-charged rings to never spawn blessed for some reason. - Clairvoyance now reveals a much smaller area of the map, and carrying the Amulet of Yendor no longer gives that property. - In evilvariant mode, dungeons that go up (like Sokoban) now increase their level difficulty the lower the displayed depth is (feature from the variant that calls itself Nethack 3.7). - Spells no longer act as blessed consumables, and the remove curse spell can no longer uncurse wielded items that aren't weapons. - It now takes more item weight to reach stressed, strained etc. levels of encumbrance, meaning the player can generally carry more. - Added several new in/extrinsics. - Fixed errors with artifact crysknives that caused them to sometimes not have their artifact properties. - Tried again to fix the bug where monsters could occasionally be both hostile and tame at the same time, hopefully really fixing it this time. - Rebalanced the damage of various types of firearm ammo. - Fixed a long-standing bug where the yokuda race's intrinsics and several other effects were improperly changed to the redguard's. - Added a bunch of new item materials. - Improved the dialogue when chatting to a metal mafia member. - Fixed a previously introduced bug that made disintegration beams damage the player twice. - Fixed some diagonal passages in certain special levels. - The more trophies the player obtains, the more likely items are now to spawn with their enchantment or BUC known. - Fixed potential exploits where players could get the stat boosts from rings or cornuthaums permanently. - Artifacts that were supposed to give stun resistance now actually do so. Also, players have a chance of being able to pick up an artifact that would normally "evade their grasp", but it may take a couple attempts. - The #overview command now prints the current level's annotation, if present. - Pets no longer attack roaming priests or shopkeepers. - Certain methods of taming monsters will now fail when used on very high-level creatures. - Further reduced the density of random terrain in the illusory castle. - More types of helmet now protect the player from falling objects. - Using recursion while starting as certain roles or races will cause their downsides to continue for a while now. - Quaffing from fountains can cause a much wider variety of negative effects now. - Shopkeepers no longer automatically become angry when teleporting, but only if the hero teleported them. - Bashing enemies with ammo for ranged weapons can train the skill now, and the same is true when throwing ammo or launchers. - Slightly reduced the average level difficulty early in the game. - If the player suffers from spell amnesia while having no spells memorized, they suffer from magic vacuum instead. - Monsters use gaze attacks against pets less often. - Nerfed the fixing and stone to flesh spells, and casting acid-elemental spells at yourself while you're turning to stone damages your maximum HP. - Cancelling a saddled monster can cancel its saddle, to provide a way to lift the saddle's curse without having to kill the monster. - The amulet of unchanging no longer illogically cures sliming. - Upon reaching certain in-game milestones, specific artifacts that cannot generate randomly will become capable of doing so. - Changed the timeouts for several techniques. 2.8.5 - June 2023 - Dungeon levels have more interesting features in general, and holy water is a bit more common. - Monsters can now use crossaligned artifacts with no trouble, and also artifacts that slay the specific monster type. - More corpse types are now capable of boosting the player's stats when eaten. - Added a failsafe to banishment to hopefully ensure that the player doesn't get a turn before actually getting banished. - Fixed a bug where whistles and steeds could interact improperly. - Fixed some potential problem with the #adjust command. - Fixed a vanilla bug where it was sometimes possible to drop a cursed leash with an attached pet. - Fixed a vanilla bug where monsters wouldn't always deliberately trigger a trap even if they should. - Fixed vision recalculation when a stick of dynamite blows up a wall. - The reinforce memory technique now works also if the target spell has more than 10% memory left. - Semi-polymorph control is no longer available if the player character is of a race that cannot have polymorph control. - Toned down the power of the symbiosis skill. - The tumblrer, hypothermic and addict races can no longer resist the status effect that they have permanently. - Fixed the loophole where breaking an artifact boulder could result in lots of artifact rocks of the same type. - Fixed erroneous calculations for polearm ranges of certain weapons. - Fixed a bug where recursion wouldn't correctly re-initialize some aspects of the player character. - Half spell damage now greatly reduces the risk that a death ray instakills the player. - The player can no longer simply drop the Amulet of Yendor by wielding it and then obtaining slippery fingers or polymorphing into something that cannot wield a weapon. - Attempting to wish for an item with negative luck now respects less of the player's preferences. - Added the dimness trap to the list of traps that can be untrapped if the player has the defusing property. - Fixed delayed petrification death messages (hopefully). - Effects that give a random symbiote to the player should no longer give one that would completely overburden the player. - Walscholars now have the ability to move into grave walls. - Shopkeeper services can no longer be paid with credit. - Fixed a previously introduced bug where being in the water while having the swimming property would cause the entire level to be revealed. - Added three new item materials. - If the player lifesaves, the game now tells you what the (averted) cause of death was. - Added a workaround for the problem where a monster can somehow be both tame and hostile at the same time. - Monsters (especially pets) that are busy eating can no longer attack others while they're performing the eating occupation. - Adjusted the speed system when the player has the fluctuating speed nastytrap effect. - Overhauled the pumps and antje minigames. - Lightsaber forms that share the same roman number now synergize with each other, giving bonuses to their respective effects. - Depending on the level difficulty, high-level items may now be generated less often if their level is above the level difficulty. - Rebalanced the elemental planes by adjusting the amount of monsters that generate there, and also made changes to the layout of the Astral Plane. - The player's stats have a lower cap of 1 instead of 3 now. Going below 3 in any stat gives quite harsh penalties. - Items can be dipped into a (poisoned) well now. - Higher petkeeping skill now increases the maximum HP of a newly obtained pet if it was below a certain threshold, which scales with skill level and charisma. Symbiosis skill does the same for newly obtained symbiotes. - Monsters that eat containers will no longer delete the container's contents. Instead, the contents are generally transferred to the monster's inventory. - Rebalanced the chance of finding spellbooks inside statues, and it's no longer impossible to turn them into an alive monster if they're vegetarian, but doing so requires the wand of stone to flesh. - Shit traps can no longer destroy the player's boots, but disenchant them instead. - Special levels have their walls replaced with random terrain less often now, and if they do, the chance to have 100% of walls replaced is much lower. - If the randomized appearances of items are shuffled, any artifacts that depend on them are also set to the new appearances so that newly generated artifacts behave properly. - Toned down the stronger drain energy effect that can occasionally happen as a random bad effect. - Fixed the crash bug inherited from Sporkhack where triggering a ceiling collapse trap at the very edge of the map could cause rocks to drop in invalid locations, corrupting the game. - Added a couple of failsafe mechanisms to hopefully ensure that dead monsters can't somehow still attack on occasion just after they died. - Pets no longer have ultra crappy to-hit against doubly invisible monsters. They still get a penalty, but at least they should be able to hit such monsters now. - Fixed some issues with the "wounded legs" status effect. - Improved the likelihood for the player to find items inside containers. - Traps can no longer replace staircases with different terrain. - Improved some enlightenment descriptions, particularly those that deal with RNG effects on item generation. - Monsters with two-handed weapons can no longer attack twice per turn if they have two weapon attacks. - Dye potions can now be applied to dye an item. - Fixed the bug where certain types of hazardous terrain would still affect the player even when engulfed by a monster. - Fixed the oversight where the screen wouldn't always update after the player dug out a grave wall. - Rebalanced some playable races that were too strong. 2.8.4 - May 2023 - Overhauled "infrastructure" NPCs by adding more tiers to them and also rebalancing their stats. - Certain highly damaging types of trap deal less damage to low-level characters now to cut down on unfair instadeaths before you have a chance to survive them. - If a player character's stat would have been drained below the minimum, and it's not something like mind flaying that results in an instadeath, it now drains the player character's alla; previously, nothing would happen at all in such a situation. Permanent stat damage effects in particular have been made more dangerous as they will take off significant amounts of alla if the stat cannot be drained. - In the very early game, low-level monsters with weapons will deal less weapon damage to the player now. - Monsters can no longer fire several salvos of ranged weapon attacks at the player now, even if they have several weapon attacks. - Certain parts of level generation would result in late-game levels being filled with too many monsters on average, this has been corrected. - Many effects that anger monsters on a level will now refrain from angering "infrastructure" NPCs like shopkeepers, temple priests and croupiers. - Out of depth monsters should spawn far less often very early in the game now. - Lightsabers now start with more charge on average and recharging them with methods other than the charge saber technique is also generally more effective now. - Changed the method for giving HP and Pw to homicider and spriggan race characters when they level up. - Early game experience requirements for leveling up have been changed slightly to speed up the early game. - Fixed the vanilla bug where SPFX_LUCK (the attribute on artifacts that make them act like luckstones) would always assume that the item gave this effect when carried, even when it was specified in artilist.h that it should only do so when the item is equipped. 2.8.3 - January 2023 - Fixed an issue where lightsabers wouldn't always consume the proper amount of energy per turn. - Fixed the jedi patch bug where dual-wielding lightsabers and then using certain ways to switch to other weapons would leave the (now no longer wielded) off-hand lightsaber to remain lit. - Using the force on a monster will wake up the monster unconditionally now; previously, it only woke up tame ones. - In evilvariant mode, magic whistles no longer work on no-teleport levels. - Non-tame steeds can no longer use escape items, stairs, trap doors etc. because that was causing bugs. - Fixed the oversight where triggering a field break trap would not update the screen to reflect changes made to the terrain. - Fixed the SLASH'EM bug where if the player kicks with a pair of boots whose enchantment value is -1 or worse, it would fail to damage monsters at all. - Temple sanctuary is less powerful now, and bosses are immune to it. - Added new in/extrinsics: burden, magic vacuum and resistance piercing. - The identify shop service is more expensive now. - Status effects like confusion, stun or fear time out very quickly for boss monsters now. - Overhauled the sing trap effect: the shoe monsters now have various flags that affect how the player interacts with them. - New option "epyxmode" which controls whether the specific Epyx graphics can be used in rougelike mode (they don't work on all terminals). - Nerfed the acid ingestion spell. - The giant explorer nastytrap now properly causes the player to be interrupted whenever any monster inside the astral vision radius moves. - Fixed the bug where bubblehorns would break too often. - The game now gives more verbose messages if the player is deathly sick or turning to stone, to emphasize the fact that these conditions will kill the character unless cured. - Fixed the bug where the Gangster role's quest artifact would not generate. - Ported a bugfix from the variant that calls itself Nethack 3.7.0 to resolve issues with artifact naming. - Sometimes, monsters may now simply unequip a cursed item even if it's welded to them. - Monsters can now use lightsaber forms in combat, if they have a lightsaber. - Added the possibility for nastier versions of existing nasty trap effects to be triggered. - Monsters with mind flayer blasts no longer affect the entire level with the blast, and non-hostile ones deal less damage with the blast. - If the player offers 20k zorkmids to a temple priest, the sin counter will be reduced by one. - Fixed an oversight that caused the mana cost for a player's spit attack to be calculated incorrectly. - Fixed errors where if the player died due to turning to slime, the death message would sometimes show a garbled string. - Breaking out of a farting web, or avoiding it entirely, is much harder now. - The chance that a female character has an egg randomly hatch tame has been reduced. - Added new ways by which the player can increase stats. 2.8.2 - January 2023 - Overenchanting an artifact ring no longer causes it to explode, but instead resets its enchantment to zero. - Reduced the amount of boots items generated in changing rooms. - Fixed a bug where the natalia trap effect could be triggered from infinitely far away. - Several instances where players were subjected to negative effects of certain terrain types without actually touching them were fixed. - Silver gauntlets actually deal silver damage now. - If the player levels up beyond experience level 30, their carry cap keeps increasing now. - Named monsters now also mention their base species in several cases. - In evil variant mode, the amount of skill points lost permanently is limited to one per incident now. - Occasionally, there's an extra message now if the player loses health. - Nerfed some more foo-o-pathies. - Monsters in arabella rooms can no longer be easily turned into symbiotes. - Obsidian equipment now offers protection against eldritch horrors. 2.8.1 - December 2022 - Reworked the rules for generating the Ludios portal. - Artifacts can only be invoked while equipped now, unless they're of a type that has no corresponding slot where it would typically be equipped. - Shopkeepers no longer unconditionally turn hostile if they teleport. - Fixed an oversight that could result in the player character ending up with negative Pw. - The deadly breath attack in angbander mode no longer triggers at a higher threshold than the actual expected damage of a breath attack. - Improved some situations where interaction of entities with farmland terrain is concerned. - Changed the way the game creates monsters that "spawn dead" or become tame upon spawning, to hopefully avoid certain bugs where the caller expects a monster and isn't passed one. - New playable role: jockey. - The player can now use the "call" command on all object classes, which provides a way (sort of) to take notes in-game. - The probability boost given to an item class if the RNG rolls it to be more common is generally lower now. - Fixed the SLASH'EM bug where polymorphing a lightsaber or light source and then waiting for the item to unpolymorph would result in an item with too much fuel. - Fixed an oversight that caused equipment with certain feminism trap effects to not actually have those effects. - Monsters in the special room named "the area" should no longer be massively out of depth. - Implemented a new artifact saving method because the previously introduced one from 2.80 was causing problems. 2.8.0 - December 2022 - Fixed a bug where saving and loading the game would cause randarts to have their base type re-initialized. - Nerfed the gain level spell. - Overhauled the playable missingno race so that it now has its own unique way of polymorphing into monsters. - Equipment made of the "mysterious" material now has an effect. - All boss monsters are immune to Elbereth and scare monster scrolls now. The same applies to all types of minotaur. - Fixed a loophole where players could sometimes loot digestive containers without using in-game turns. - Overhauled the venom class of objects so that they now have their own skill and other functionality. It's also finally possible to wish for them outside of wizard mode. - Monsters who are low on health can now move through diagonal openings even if they are normally too big for it. - Fixed a severe bug where certain sokosolver levels lacked stairs. - If the player eats, their symbiote may now gain a boost to maximum health, and pets who eat food may gain a similar boost. - The player can now select a new directive for pets that makes them even more passive. - Fixed a bug where the fillup trap wouldn't set the state of changed tiles correctly, resulting in the player being able to see through walls and fire ranged weapons through them on occasion. - Temples with priests now have a bottle of holy water on the altar sometimes, and buying protection or cleansing grants additional holy water. Cleansing also improves the player's alignment record. - Certain methods of monster creation now place a flag on that monster which makes it not drop its items, such as the create monster spell, or zapping a corpse with undead turning, to thwart farming. - Toned down the effect of the gudrun feminism trap. 2.7.9 - October 2022 - Gloves and boots artifacts with damage bonuses work now. - Limited the amount of extra hunger caused by the metabolism nastytrap. - Fixed an oversight that caused some double damage artifacts to accidentally have no damage bonus at all. - Mazes in BIGslex have more monsters and traps on average. - Rooms-and-corridors levels may be more interesting with additional stuff in rooms, scaled to the room's size. - Extremely angry gods now have a bunch of additional effects they can throw at the player beyond lightning/disintegration. - Exercising stats is now less likely to result in the stat actually going up if it's higher than 12. However, there are several ways to improve stats in a different way, where specific actions have a small chance of immediately increasing a stat, which most notably includes intelligence and charisma. - Certain items no longer drop their items a second time when revived. - Messages that mention the floor or ceiling now correctly reflect the new terrain types. - If the player has sex with a petrifying monster, it now causes a non-stoning-resistant character to turn to stone. - Toned down the effects of the stoned chiller intrinsic. - The bacteria race's super regene ability now causes contamination, and works less well the more contaminated the player is. - "Light" armor types like togas or jackets no longer hinder monk's martial arts, jedi lightsaber melee and the like, and no longer cause spellcasting penalties unless they're metallic. - Firing automatic ranged weapons can now summon bulletators, unless the player's role/race combo is one that is explicitly allowed to use such weapons. - Chocolate comestibles have more possible flavors now, which also have gameplay effects if they are rolled. - Added more monster types to the list of ones that the japura race is strong against. - Player-versus-monster slow attacks are less likely to proc. - Players of the reticulan race now aggravate monsters, and occasionally evilroom monsters spawn for them. Also, if their HP drops below half they'll wince and if they're low on health they become inverted. - Fixed a mistake that caused vampiric players to not be able to polymorph into monsters properly. - While the player is occupied due to a sing/kati trap, pets shouldn't attack the peaceful shoe monster now. - If the player lifesaves, a demon lord will appear on a random level now. - Several foo-o-pathy types are less powerful now. - Fixed a mistake with the ordering of traps for deciding whether a message asking "do you really want to step into that trap?" should be displayed. - Pressing Ctrl-X now displays the player's current hairstyle. - The cyan spells nastytrap effect is now affected by memorization, keen memory and other effects that allow a player's spell memory to last longer. - Players of the skeleton race now correctly get hit by all the things that a player can use to hit a "requires +2 weapon to hit" monster. 2.7.8 - September 2022 - Cars (any monster with the MS_CAR sound) are faster while on a highway tile now. - Fixed the oversight where the rita trap effect could result in the player somehow knowing where a trap was even if it was triggered by a monster on the other end of the level. - If the player is polymorphed into a monster and runs out of HP, returning to the regular form now reduces maximum HP as a penalty. - Polypiling is now a bit less likely to shudder certain item types (scrolls, potions and spellbooks) again. - Plasteel boots now disable free action when worn. - Fixed the oversight where the detect treasure spell would still detect gold carried by monsters from infinitely far away. - Pompeji squads can now include punishers, which are very strong shopkeeper-like monsters. Also, even if the pompeji wantedness times out, they will continue to be more likely to spawn randomly for a while now. - Monsters with polymorphing attacks are now less likely to polymorph a player who is already polymorphed into some monster, and getting hit by the attack no longer trains the polymorphing skill. - Shotty blast and laser power techniques now cycle through the available types of ammo. - Umbrellas and parasols now protect the player from rain clouds, and parasols give partial resistance to solar beams while umbrellas give partial resistance to geysers and tidal waves. 2.7.7 - August 2022 - Bisection no longer works against monsters that have engulfed the player if the monster is of a type that cannot be bisected. - The menu bug trap now disallows the use of the spell menu (the one for swapping, memorizing or checking spells; the spellcasting menu still works normally). - Added a chance for containers to spawn on dungeon levels. - Reduced the odds for monsters to spawn with musable items. - Fixed the vanilla bug where the sortloot option wouldn't correctly sort poisoned weapons. - Monsters with polearms now properly receive damage boosts based on their level. - While underwater, the player can now see adjacent liquids that aren't water, and swimming no longer causes the player character's vision to be limited to underwater stuff. - Swimming steeds can now be used to safely cross water. - Certain monster types now count as dedicated steeds; all those that don't will give lower speeds when ridden unless the player is very skilled in riding. - Hostile golems can now regenerate HP over time. - Mandatory magic portals now give hot and cold messages if the player is nearby and the portal hasn't been found yet. - Increased the timer of the larissa trap effect to make it less harsh for the player. - Reworked trap creation mechanics so that most of the time they also have a small chance of spawning in a wall. - After macguffins have served their purpose, they can now be destroyed or put into a container. The Amulet of Yendor can also be dropped in freeplay mode. - Added new beneficial effects to a couple of artifact implants. - Fixed the bug where pets would follow the player to other levels in freeplay mode even if they were very far away. - Lowered the amount of loot generated during the late game. - In BIGslex, dungeon levels will now have more monsters and traps on average. - Reaching dungeon levels 20 to 29 no longer gives 1000 points of score for each of those levels that the player has reached. - The doom marine can now learn the grinder skill. 2.7.6 - January 2022 - Most types of firearm now have their own type of ammo. - Devil race player characters are now penalized when they perform certain "good" actions. - Firing a launcher can now cause it to dull. - Monsters can resist being zapped by the teleport away spell now. - When combining the sokosolver race with specialist and/or mazewalker, levels are now revealed less often. - Toned down the damage caused by shuriken. - Transformer race player characters are no longer asked whether they want to keep wearing their armor when polymorphing. - Ported the hangup handling fix from 3.6, which does not work on Windows. - Toned down the amount that monsters heal when casting a healing spell. - Moldoux, shopkeepers and temple priests should not attack the player's steed. They always attack the player instead. - Charm monster and other spells that can tame monsters are nerfed. - Dungeon growths are now only active on the level the player is on. - Choosing "automatically select every item" in an inventory prompt now asks for a confirmation. - Dual-wielding automatic firearms now gives extra large to-hit penalties for the off-hand gun. - Added two more inofficial lightsaber forms. - The remove curse spell backfires more often now, and also causes contamination if it actually uncurses something. - Mitigated the problem where pets occasionally get hit by phantom hits. The bug isn't fixed completely but at least it happens a lot less often now. - Fixed a SLASH'EM bug where it was sometimes possible to poison weapons via shopkeeper services that cannot be poisoned. - Added "asshole mode", where the player has permanent -13 luck, gets a lot less items, has a permanent Friday the 13th effect and is permanently affected by certain nasty trap effects. - Fixed the problem where a certain special level would try to place the regular stair and branch stair on the same square. - Fixed the bug with sanity attacks where the game would use the same name for the attacking and defending monster. - Fixed the problem where certain bigroom levels had unreachable areas. - Using Elbereth, scare monster or temple sanctuary to make monsters flee will now become less effective the more often the player does it. - Monsters stuck in a trap are now much more likely to wriggle free. - Symbiotes may now gain health when they kill a monster, and can also evolve if they gain enough and have an evolution. - New in/extrinsic "pain sense", which increases the likelihood that monsters make sounds when hurt, allowing players to pinpoint how much damage they've taken without needing a stethoscope. - Fixed the issue where if the player gets the skill cap of a basic-capped skill drained, it would become next to impossible to increase the cap again. - The cancellation spell is less effective when used on negatively enchanted or cursed objects now, and more likely to render such items finalized. - While on the level that has the portal to the Green Cross branch, the player now gets periodic messages. - Monsters that are coded to always flee from the player should now be able to do so when adjacent to the player, too. - Fixed the bug where combo strike worked with a weapon, and blade anger has been rebalanced. - Made it more likely for pets to emit sounds when they're hurt. - Guns with fire modes now have their accuracy adjusted depending on what mode the player sets. - The level drain effect from data delete now disables the restore life levels technique. - Bashing a monster's butt now depends on skills and certain other factors. - Fixed issues where ceramic equipment didn't dull as fast as it should. - In evilvariant mode, falling through a trap door deals damage proportional to how many dungeon levels the player fell. - Certain techniques that used to instantly nullify a weapon's negative enchantment no longer do so. - Garlic is less effective against undead. - Wands of bugging shouldn't spawn heisenbugs too early. - General combat skill boosts martial arts and bare-handed combat damage now, and soresu boosts martial arts damage if the player is wearing a robe. - Rebalanced the damage output of several weapons. 2.7.5 - December 2021 - Being skilled enough at symbiosis now conveys the symbiote's resistances to the player temporarily (i.e. until the symbiote dies or is otherwise removed). - Various foo-o-pathy types now have double effects. - Fixed the issue where relocation could teleport players to inaccessible areas. - Fake amulets of Yendor are harder to destroy. - Prevented some early-game bullshit deaths. - Monsters have lesser to-hit and maxHP bonuses later on. - Fixed the stupid interface screw where quickmoving could sometimes push sokoban boulders even if the player didn't intend to. - Overhauled paralysis durations to be less deadly for the player. - Fixed bugs where certain special levels didn't correctly set the areas that can't be phased or dug out. - Added casinos as a new special room. 2.7.4 - December 2021 - Fixed crashes when a boomerang thrown by the player returned and wasn't caught. - Fixed the oversight where certain artifacts weren't correctly set to be aligned with no role. - Fixed inexplicable crashes when monsters with egotypes attack each other. - Fixed an oversight where a practicant/beacher who has money in the bank could sometimes get off with paying only part of their fine. - If a monster takes damage, there's now a chance for it to display a message that hints at the amount of health it has left. - Sipping water from a pool can cause bad things to happen now. - Random good effects exist now, and can be received e.g. by offering corpses. - Item generation in Gehennom and later branches is improved. - Using Ctrl-T to teleport at will now stuns the player, and unless the player has double teleport control, the teleport can't be controlled if invoked that way. - Fixed the SLASH'EM exploit where rotting a medical kit away would allow the player to pick up the pills and eat them for a chance to get wishes. - Fixed a off-by-one error for the chance that a thrown lightsaber returns. - If the player is polymorphed into forms that are naturally diggers or miners, the player's digging speed with tools (pick-axe, lightsaber etc.) is improved. - Fixed display issues on public servers regarding the rogue level's graphics. 2.7.3 - August 2021 - Fixed a bug where the demagogue could unlock techniques with skills whose training was forcibly set to zero (for example, by unlocking a previously restricted skill). - Bumping into a peaceful monster while wielding a bloodthirsty weapon now angers the monster. - Changed the sacks in feminism rooms to handybags. - Surviving a death ray now deals more damage to the player's max HP than before. - Fixed (hopefully) a crash that could occur during post-game wrapup if the game tried to update the MC display while the player's inventory had already been nulled out. - Torches can be refilled with potions of oil now, and charging also works on them. - The pokedex now mentions whether a monster is mindless. - Fixed a long-standing bug with the pirate role's starting inventory. - Changed the calculation for the bank trap to prevent players from performing arabella farming. - Rock walls can no longer be told apart from solid rock by farlooking. - Fixed the stupid vanilla design decision where monsters that cannot generate randomly can (illogically) generate randomly under certain conditions. - Changed spellcasting chance calculations; it was too easy to reach high success rates. - When polymorphing into something too large while wearing osfa chain mail, the armor is preserved now. - Really fixed the bug where blindness sometimes didn't time out; the previous attempts to fix this hadn't gotten the root cause. - Added two new item materials. - Showing the Amulet of Yendor to the quest leader gives additional skill slots now. - Fixed incorrect calculations for the player's carry cap. 2.7.2 - May 2021 - Added amberites. These monsters use a dangerous curse and can't be permanently killed unless the Witch-King of Angmar is already dead. - Tentatively tried to fix a bug with shop bills. - The player can now be crowned multiple times. Every coronation/culmination increases the average prayer timeout. - Monsters carrying non-locked containers can now empty them on the floor, and then the monsters can grab all the stuff and potentially use it. - Randomized the charge count of light sources and lightsabers when they generate. - Nerfed the success rate of bullwhips when used for disarming a foe. - Attempted again to nerf martial arts kicking damage. - Made gremlin farming harder to perform. - Nerfed the jackpot for the charge saber technique. - Writing a spellbook for a spell that only gains few charges on a randomly generated book will now set the book's charge count to 1, if it was higher. The same happens if the player polymorphs a spellbook and it becomes one of those spells. - Reduced the damage bonus gained from Shii-Cho and Makashi. - Casting the cure paralysis spell now ends time stop, if that effect was active. - Added a failsafe if the player's ball and chain get destroyed without the game noticing; instead of crashing, the game just unpunishes the hero now. - Fixed the oversight where using the force on a monster would not wake it up. - Changed the order in which status effects appear on the bottom status line to show critical ones like Stone or FoodPois first. - Really fixed the deathmold polymorph form bug (the previous fix wasn't working). - Fixed crashes when monsters quaffed certain potions. - Controlled lycanthropy transformations are more expensive and can no longer be spammed, but also train the squeaking skill now. - Players who use the spirit race regenerate half as fast as before, and are more susceptible to slowing attacks used by monsters. - Fixed some issues with equipment dulling, including a bug where they never dulled below +0 even when they should. - Amnesia caused by the data delete effect is much stronger now. - Nerfed the disarm technique. - Players now gain a few extra skill slots when they level up. - Rebalanced the damage output of player's martial arts and the rate of fire gained by missile weapons skill. - Slowing and sleeping attacks used by pets or the player against monsters are weaker now. - Players can no longer leave bones files in freeplay mode. - Hammer shoes and high heels are less likely to drop on a monster's death. - Fixed a bug where holes could generate on a level that was the bottom of its branch. - The uncurse and blessing shop services are more expensive. - The intrinsic-stealing effect is now more likely to steal ones that can be easily gotten back, and less likely to steal ones that you usually won't be able to get back. - Further increased the rate at which the Juyo skill trains. - Fixed a bug where certain unique monsters could be genocided. - The symbiosis technique's timeout is faster for higher-skilled players now, but the symbiote tokens can no longer be polymorphed. - The jeanetta trap effect is less likely to increase the damage done per incident now. - Very early on, the cloak of drain life is less likely to kill the player. - Reduced the amount of effect increase for tech/spell drain with regard to how many techs/spells the player knows, so that the effect isn't as harsh. - The "surrender or die" technique is less likely to enchant the player's weapon. 2.7.1 - March 2021 - Fixed an infinite loop bug that could occur with engulfing monsters. - The player can no longer disable the starting pet if the chosen role has a detrimental one. - Fixed bugs that would occur if a player zapped the wand of banishment at a monster that had engulfed the hero. - Fixed the oversight where it was still possible to shortcut through the minotaur maze by giving a wand of digging to a low-health monster. - Hammer shoes have lesser melee damage bonuses. - Gems and venoms are zero-weight objects now (they used to weigh 1). - Fixed issues with cursed lizard corpses. - Applying a hitchhiker's guide to the galaxy only works with less than 900 sanity now, and increases the player's sanity by 1000 when applied. - Fixed the issue where certain traps that were supposed to only trigger once could be triggered indefinitely. - If the player zaps a cancelled wand causing it to turn to dust, the devices skill is trained by one point now. - Fixed the oversight where having an exploding symbiote wouldn't be handled correctly. - Scrolls of mail can no longer be eaten or thrown. - Player monsters should no longer generate with super-strong automatic firearms early on. - Greatly increased the timeout of the dazzle technique. - Fixed the bug where a player wearing roller blades wouldn't keep fumbling. - Certain spells that can slow down or cancel enemies will now cause their respective effects on monsters to time out more quickly. Summoning spells also have additional downsides. - Pets can no longer use non-melee artifact weapons as if they were actual melee weapons. - Alcoves in rooms-and-corridors levels are less common now. - The player can no longer upgrade hazy items via tinker or gain level potions. - Toned down the multiplicative stacking effect of certain movement speed boosts that the player could use. - Fixed a long-standing bug accidentally introduced in a much earlier version, which caused pets with 1 max HP to be completely unable to attack monsters. - Fixed the annoyance where candles would generate with random durations, which caused them to not stack anymore. - Using a cursed container of holding now uses a turn even if the player didn't put in or take out anything. - The player can now also dual-wield if the weapon in their main hand isn't a weapon. The off-hand weapon still has to be an actual weapon though. - Improved the feedback given when the player tries to take off a worn armor piece that's currently covered by another one. - Changed the values for determining whether individual item aspects could be identified by the identify spell, so that it's more likely to work now (but still not gauranteed). - The potion of cancellation cannot be cancelled anymore. - Fixed a bug where the anti-experience nastytrap effect made it too difficult to gain experience. - Fixed a game freeze that could occur if the player quaffed a potion of tech level up with no eligible techniques. - In evilvariant mode, vomiting in a shop will anger the shopkeeper. - Fixed a bug where zapping a wand of banishment at a shopkeeper could result in items remaining unpaid even when the shopkeeper wasn't in their shop anymore. - Shuriken thrown by the player gain additional damage bonuses from skill level. - Zapping a blessed wand now trains the devices skill more quickly than an uncursed one. - Improved the handling for starving pets to give the player more opportunities to quickly throw some food to them and save their life. - Fixed the bug where crystal water could rust items that didn't actually come in contact with it. - Fixed an oversight where certain techniques would hit allies even though they weren't supposed to. - If a boss monster is hit by a beheading/bisecting weapon and the instakill triggers, the monster only takes a lot of damage and isn't necessarily killed. - Polka music now has a low chance of affecting the player even if the monster is very far away. - Toned down the amount of kicking damage a player could do in melee with martial arts. - A bleeding player character will not bleed while successfully praying. 2.7.0 - Dec 2020 - Upgrading tinning kits now works properly again. - Fixed "there is a snow here" and similar odd messages. - Disabled the curses interface because it was too crashy. - If a non-knight creates Excalibur via a fountain now, it causes all Excaliburs to give the same penalties as a foreign role's quest artifact for the remaining game. - Fixed an oversight where the player could sometimes act during a pending weeping attack levelporting. - Fixed a SLASH'EM bug where trying to branchport from Sam's black market could cause a panic. - Added a failsafe to ensure that artifact rocks can't generate several times in a single game. - Using the pierce device artifact on a peaceful monster angers it now. - Fixed a bug where pressing space on the travelto prompt could lock up the game. - If polymorph control fails to let the player choose a form, there may now be several forms for the player to choose from. - Improved the message given when trying to use an axe on farmland or mountains. - Fixed certain dungeon levels that were impossible to traverse without teleportation or wallwalking. - Fixed an oversight that allowed players to still price identify candle types. - Fixed some weirdness with the displayed amount of turns left in a light source. - Listening to polka music can now increase the player's sanity. - Recalculated the random chance values for whether a room is lit. - Fixed a vanilla bug where paying shopkeepers when there was more than one shopkeeper present could leak information. - Cold resistance now helps the player resist the negative effects of walking in snow. - Added several new #monster abilities that certain forms can use. - If you have a symbiote that can dual-wield, your character can now also dual-wield even if you'd not be able to do so in your current form. - Being hit by a potion of acid in evilvariant mode can now deal acid damage to the player's items too. - Added a new dungeon branch, the Ice Queen's realm. - Fixed bugs that got inadvertently introduced in certain earlier versions that had to do with manipulating stacks of gold. - Using a digestion container now uses a turn even if the player didn't put in or take out anything. - Fixed a vanilla bug that caused silver objects to sometimes not deal extra damage to silver-haters. - Certain special modes that have the player start somewhere other than dungeon level 1 now prevent the player from leaving or finding bones on specific levels, typcially the one the player starts on and the adjacent ones. - Wands of banishment are much less common, and banishment can also warp the player to branch dungeons now. - The base cost of various common items has been reduced to make them more affordable. - The game will now try to make a green cross special room and try to place the portal to Green Cross in it. - Techniques may also gain levels when used now. - Having a symbiote that is low on health now counts as a minor trouble for prayer. - A pet that is about to die of starvation will live for a few more turns now before it actually dies, and can still catch thrown food even while confused. - Fixed a bug where the player could create Dirge from a fake artifact longsword, and a different bug that sometimes caused the player to not receive Dirge even though they were eligible for it. - Added the Minus World dungeon branch, which is initially reachable only via banishment. - Kicking with non-metallic boots or no boots doesn't always make noise now. - Fixed the bug where evil troll mummies left no corpse. - The overview command should display more information now, especially in the post-game dumplog. - Fixed the bug where certain livelogging messages would be displayed repeatedly, such as picking up the Bell of Opening. - The game should no longer apply randomized BUC status to gold pieces. - Increased the rate of training the squeaking and symbiosis skills. - Improved the reward for defeating Lady Ariane. - In evilvariant mode, bumping into a peaceful temple priest may scare them. - Fixed the bug where bubbletars would occasionally spawn in stacks. - In Gehennom and other late branches, items with high absolute values for their enchantment are generated a bit more often. 2.6.9 - Nov 2020 - In evilvariant mode, the player can't drop uncursed luckstones now if their luck is negative. - Techniques can now gain or lose levels. - Properly fixed the bug where monsters couldn't successfully shoot through farmland; the previous fix didn't completely remove the problem. - Added new dungeon branches: Emyn Luin, Minotaurs Maze, Green Cross and Rival Quest. - Newly generated dungeon levels now have slightly more items and traps on them. - Added the dungeon branches from the devnull tournament. - The soresu and devices skills are easier to train. - Fixed the oversight where certain effects that roll a random monster class could roll a nonexistant one. - New command #stackmark that can be used on an item in inventory to stop it from stacking with identical items. If the player then drops part of the stack and picks it back up, it also won't stack anymore. - Hitting a monster with venom no longer produces messages warning the player that they're not using a proper weapon. - Autopilot now also has a slight chance of affecting a player who isn't contaminated at all. - The player can now become cursed or doomed; main source of this effect is fountain quaffing. - When open tiles regrow into walls, those walls can now occasionally be secret corridors. - Certain actions that would set the player's prayer timeout to a low value will now instead add to the current prayer timeout. 2.6.8 - May 2020 - The player can no longer steal from a shop via applying a grappling hook. - Fixed a SLASH'EM bug where monsters zapping wands of draining or cancellation at the player could result in a shopkeeper getting mad at the player if the wand hit a shop-owned item. - Fixed a crash that could occur when a monster threw breakable objects (e.g. cream pies) at a player who was standing in iron bars. - Fixed a bug where monsters couldn't shoot ranged weapons through farmland. - Added a missing message when temporary polymorphitis ends. - Izchak should no longer disintegrate paladin player characters through no fault of the player. - Djinni, water demons and thrones can no longer give wishes to very low-level player characters. - Mind flayers can hack the player's implant now, cursing it and causing random bad effects. - Paralysis attacks are less powerful when used on hostile monsters now. - Changed trophy livelogging to be in line with what Beholder (the bot for the #hardfought IRC channel) expects. - Weapons that are normally made of glass or obsidian will still break when thrown now even if their base material is changed to something else. - If the player encounters the (known, but as of yet unfixed) bug where bumping into an engulfing monster wastes a turn instead of attacking, there is now a message telling the player about it. - Monsters can walk in styx rivers now. Also, shopkeepers and temple priests should no longer be stupid when there is nonstandard terrain in their rooms. - Displacement can no longer be used to drown hostile monsters, and there is a yes/no prompt when it would displace a pet into a harmful liquid. - When a monster with homing lazer attacks takes too long to fire its laser cannon, there is now a (vague) message. - Artifacts that do stuff when triggering a trap will now only do so if that particular trap hasn't been triggered by the player yet. - The Ctrl-X command will now also tell the player's score. - The death gaze invoke effect on certain artifacts is weaker now. - Fixed a crash bug when using the cutthroat technique. - Fixed a missing staircase on the assassin quest. - Using a cursed scroll of enchant armor on an armor piece with a special magical property will now remove that property. - There is now a message if a monster is hit by an elemental attack that it is immune to. - Tin openers can have enchantment values now and count as weapon-tools. - Fixed a bug introduced by the feature where stacks can resist manipulation, which could result in a game crash upon kicking a melon into a hole. - Fixed a bug where a certain special level would have a stair on a water square. - Spoons sell for much less (but still cost the same if the player wants to buy one). - Added options "eatingdoors" and "eatingboulders" which player characters with wall-eating capabilities may use to control what they eat by moving into it. - Fixed the bug where a monster with the exploder egotype may explode six times in a row. - Fixed a dmonsfree error that occasionally happened when monsters with several attacks killed other monsters before all the attacks had been processed. - The player can no longer name themselves after a certain artifact. - Fixed some read after free errors of certain techniques. - The destroy armor trap may now be removed when triggered, with a 1 in 5 chance. - In evilvariant mode, being hit by a thrown potion of acid can now corrode the player's items. - Heavy status effects are now displayed in the status line when playing with the curses interface. - Increasing spellcasting skill levels will now ever so slightly reduce the failure rate of all spells in that school with every skill point. - Levels can now have multiple magic portals leading to different areas. - Reworked monster difficulty function to make sure that higher-level monsters aren't too rare, while also ensuring that general monster difficulty rises more slowly as the player goes deeper. - Gold thrown to a soldier will now always be removed from the game. - The steel whip can now be used to force iron bars with the #force command, because applying it has whip effects. - Toned down damage of the new sling ammos. - Fixed bugs with item selection sometimes not selecting items correctly. - The scroll of cure now also fixes glib. - Nerfed the damage output of laser swatters. - Hopefully fixed the crash that occurs when spacebaring past the character selection screen in curses mode. - Fixed a potential buffer overflow with bones file names. - Fixed an oversight where peaceful monsters would sometimes cast invisibility and no longer be visible to the player. - Bell caves and amulet imbuing dungeons are less RNG as far as teleportitis is concerned. - Disarming a trap via manual untrapping or the scroll/wand may now boost the player's max HP. - Reading a spellbook successfully may occasionally boost the player's max Pw. - Having the symbiosis skill now reduces the hunger rate from having a regenerating symbiote, depending on skill level. - Polymorphing skill trains faster now, and also when feeling like a new man. - Shopkeepers may now also offer a blessing service, which only works on known-uncursed items. - Pressing an invalid direction at a prompt that lets the player move a target cursor to a location of their choice no longer aborts whenever a wrong button is pressed. - Fixed a previously introduced crash bug when the player has metal spells. - The adult lizard corpse no longer decays. - Fixed the bug with control magic causing hostile rays to pass through pets and the player's own rays never passing through a ridden steed. - Life saving as a felid, troll or rodneyan will now fail if the player has less than 11 maximum HP. If the double level drain causes the max HP to be reduced below 11 after the first drain, a bunch of additional bad effects will affect the player. - Fixed the SLASH'EM issue where altars on the oracle level cannot be used for sacrificing. This bug didn't manifest in SLASH'EM because altars didn't generate there and outside of wizard mode there was no way to make one appear, but in SLASH'EM Extended it is possible. - Gray stones sell for less money, but still cost just as much to buy from a shop. - Fixed the bug that would prevent players from seeing through farmland terrain. - Poisoned wells and potions of radium or cyanide may now cure lycanthropy. - Added a few methods to gain stats. - Sleeping in a bed or zapping a chrome wand may now restore a random stat, like an uncursed potion of restore ability. Quaffing from a well may also do it, but with a slight risk of permanently not-fixing the lost stat. - Identifying items may now increase the chance that new items of the same type spawn with their enchantment value known. - Boosted the training speed of the symbiosis skill. - Small monsters spawn with less HP on average. - The risk of not displacing a pet when moving into it, which used to be 1 in 7 at all times, goes down with higher petkeeping skill now. - In evilvariant mode, protection-stealing attacks can now also steal the player's intrinsic protection. - Some RNG values rolled at game start are now less harsh on average. - Fixed the issue where wearing a twisted visor helmet could result in excessively long confusion or hallucination timers. - Wells in rooms may occasionally be blessed, similar to fountains. - Higher polymorphing skill allows a polymorphed character to carry more stuff. - Gold weighs a lot less now. - Fixed the bug where nano axes were accidentally two-handed. 2.6.7 - May 2020 - Petkeeping skill now allows the player's projectiles, rays and (invisible) beams to pass through pets with a certain skill-dependant chance. This can be turned on and off via #monster. - Thoroughly eroded projectiles are no longer guaranteed to mulch, but rather have a 4% unconditional chance of mulching (and can still mulch due to the regular chance, too, which depends on enchantment and a variety of other factors). - Fixed a panic that could occur when a maze level had specific types of walkable terrain. - Fixed error message spam when sacrificing corpses while no artifacts have yet been generated. - Felid and troll revival now cause random bad effects. - If the player gates in a demon by attacking in melee as a demon, the squeaking skill is trained now. - Fixed formatting issues with livelogging and extrainfo. - Fixed the issue where certain exploding monsters dealt far too much damage. - Fixed the bug where the nonprayer nastytrap effect would sometimes not do anything even though it should. - When handling a container, the player can now also opt to put items in first and take items out second, instead of being forced to do it the other way around. - Fixed the bug where scrolls of heal other wouldn't heal the player's steed. - Fixed a SLASH'EM bug that would cause impossible (program in disorder) messages to show the wrong value when using %d and crashing when using %s. - Fixed the bug that could cause glorkums to sometimes be bugged lycanthropes. - Restoring a game with negative HP no longer automatically starts a new game (which could potentially hide a death from the logs). Instead, the game loads and then kills off the player normally. - Appraisal may now increase the chance that new items of that type spawn with their enchantment known. - Fixed a bad description when using simpledescs while dual-wielding that would make it impossible to see in inventory which weapon was in what hand. - The overview command now also shows the depth for Sokoban. - Added some methods to increase max HP and Pw when the maximums are below average for the player's current level. - If the player is hurt by worn persian boots, there is now a timer before they can hurt the player again to reduce the potential of being killed with no chance. - Thrown boomerangs may now return to the player, depending on skill and other factors. - Rebalanced a bunch of spells, including giving back some earlier overnerfs. - Mirrors now eventually degrade when used repeatedly, and monsters are also more likely to resist. - In evilvariant mode, trying to access the inventory description of a crossaligned artifact can now blast the player. - All bats now stun the player when eaten, instead of only the types present in vanilla NetHack. - Added some negative effects to applying the hitchhiker's guide to the galaxy. - Artifact crystal balls can explode now, although 100 times less likely than non-artifact ones. - Effects that force the player to wear a bad cursed item can no longer roll an amulet of strangulation. - Doubled random gold drops (but they're still lower than in vanilla NetHack). - Monsters give more experience points when killed later on. Other sources of experience points likewise scale instead of being always the same low amount. - Spellbook descriptions now also display the spell school. - Monsters no longer try unsuccessfully to shoot through water tunnels with ranged attacks. - Fixed the oversight that caused the natalje trap effect to not reset itself properly if a very fast player moved back and forth. 2.6.6 - Apr 2020 - Frenzied monsters with attacks that deal zero physical damage no longer throw error messages. - Fixed the function that checks whether a positively enchanted implant lets the player perform an action without hands, so that it now uses the proper success chances. - Eating disenchanters in evilvariant mode can steal the player's intrinsics. - Most detection spells no longer work on the entire level, but in a radius around the player. - Fixed the bug where chrome horns were shooting fireballs instead of poison rays. - Fixed a fallthrough bug when summoning a demon lord. - Added resting zones to Gehennom, the Yendorian Tower and a few other "hellish" dungeons. The player can pray and convert altars in there. - Fixed some code execution exploits (thanks to David Mendenhall for discovering them and providing a fix). - Some monsters are now immune to time stop. - Stationary pets can now actually attack monsters. - The Juyo, Shien and Wedi forms can be trained more quickly. - The number of monster species exceeds 32768 now; a bunch of variables had to have their types changed to fix the bugs that cropped up. - Fixed the calculations for healing symbiotes; they have been bugged since the introduction of symbiotes. - The knock spell now only works sometimes when used against an engulfer or steed. - Added new effects for thrones and pentagrams. - In evilvariant mode, reading a cursed scroll of identify while confused now causes amnesia. - Reverse genocide is now more dangerous, by summoning OOD monsters or otherwise backfiring on occasion. - Fixed problems where the player's pets wouldn't always be able to ascend with the player and could segfault if there were too many. - If the player's game ends while in freeplay mode, it should now show the artifacts and other valuables in a list. - If the player is playing a ZAPM role/race or is in the ZAPM branch, zorkmids are now referred to as buckazoids. - New option "inertiaconfirm" that changes the y/n prompt from inertia control to require a full yes/no answer. Also, it's now possible to choose 'q' on that prompt, which will end inertia control immediately. - Added more failsafes that should prevent the player from getting stuck with uncurable blindness (which is a bug as long as it's not XBlind). - New shopkeeper service: "establish credit", which can be used to establish credit without being cheated by the shopkeeper. - Reduced the rate at which general stores get their stock reduced, meaning that they should now have more items on average. - Prevented the iraha race from buying services in shops. - Fixed a potential segfault when a mindflaying explosion attack hit the player. - Sustain ability only prevents stat loss 90% of the time now (unless playing the sustainer race). Stat gains are still completely prevented. - Implemented a (hopefully) better fix for the problem where players with the demon flag in their natural form would sometimes summon buggy crash-prone monsters. - Spellbooks now spawn with less charges on average and gain less extra charges when recharged. Many rechargable items also have higher odds of exploding when recharged now. - Nexus swap will now permanently eat some stat points when it swaps a player's high strength stat with another stat. - The first time a player can enhance a skill, the game will now tell them how to do so. - Improved the odds that a player-read scroll of offlevel item works. - The player can no longer offer trove corpses on altars, and corpses that have ever been in an ice box can only be sacrificed in soviet mode. - Many spells that target monsters will now anger peaceful ones. Some spells have also been rebalanced and the menus for inertia control, dememorize and add spell memory are significantly improved. - Fixed the oversight that allowed items with different brittleness values to stack. - Slow digestion no longer provides complete immunity from engulfing monsters. - At the start of the game there may be a property selected for which the player cannot have the double in+extrinsic effect. - Fixed a bug that could cause skill loss effects to sometimes refund too many skill points. - Changed the calculation when eating rings made of viva. - Fixed a bug that could cause the player to sometimes not have an improved chance of doing stuff while polymorphed into a handless form. 2.6.5 - Mar 2020 - Fixed the error message when offering a stoaning eye corpse. - Some item materials have additional effects now. - Added a new option "simpledescs" that shortens many item attribute names to make it more likely for them to fit in a single line. - Added a synergy for when the player has both the squeaking and gun control skills. - Exploding monsters may occasionally survive after exploding, allowing them to explode again. - Monsters can now use high heels to kick the player's pets. - Diluting oil in a pool can now summon the kops. - Fixed an oversight that caused the stinking cloud spell to sometimes not gain memory or skill training when cast. - Fixed a long-standing bug that caused all of the player's inventory to take lethe damage when dipping a single item in a lethe fountain. - Monsters may now randomly spawn asleep and should be less likely to wake up, however the magical sleep effect from the wand or spell is more likely to end when the monster gets attacked or otherwise disturbed. - Corrected the chance that a monster with the reviver egotype will revive. - Added failsafes for players hanging up at a mind flayer instadeath. - Throwing a grenade can display funny messages sometimes. - Added a #spelldelete command that the player can use to remove forgotten spells from their list. - Fixed bugs that could occur when the player character leveled up beyond experience level 30. - Randomized the average artifact invocation timeout even more, and made it depend on squeaking skill. - Buff spells now generally get a lower duration only if the player already has it as an intrinsic; it used to give lower durations even if the player only had the extrinsic version. - Another change to the technique menu that should make it easier to see which ones can be used. 2.6.4 - Mar 2020 - Shops can now offer blessed charging even when they're not wand shops. - Fixed a design error with the interface for selecting techniques. - Fixed a bug that could occur if an ak Thief is dead! player character in their normal form had the demon flag, which could cause error messages and the occasional segfault. 2.6.3 - Jan 2020 - At the start of the game, the RNG can now decide to make shop items more scarce or traps more difficult to find. - As the game goes on, high-level monsters will become gradually less uncommon to ensure that game difficulty goes up if the player procrastinates. - Forgotten spells can fail now, cost Pw to attempt, and having too many of them may remove the ones at the bottom of the player's list entirely after a while. - Spell amnesia will now be more eager to remove forgotten spells, especially if the player has many of those, and can also significantly reduce the memory of any random spell in the player's list. - If the player leaves a level that has the "spooky" flag, it now correctly unsets the flag so that the messages don't keep appearing even while the player is on other levels. - Fixed defunct shops on certain special levels; they had a chance of crashing the game. - The scroll of world fall now costs 150 ink to write. - At high experience levels, gain level effects are no longer guaranteed to give an experience level to the player; they can grant at most 200k points of experience. - Dipping potions and scrolls into lethe water can now finalize and/or curse them. - Greatly reduced the generation rate for random scrolls of wishing. - World fall used by the player is only guaranteed to wipe out monsters up to half of its effect level now, but still has a chance of affecting higher-level ones. - Fixed the error where monsters dying to another monster's ranged thorns effect could throw a dmonsfree error. - Fixed an old bug where shoplifting would add to the sin counter only as a chaotic character. Now, it properly does that for lawful characters only. - The skill training decrease, technique timeout, spell memory loss and random feminism trap effects have all been boosted to be more dangerous. - The effects of purchasing a shopkeeper's uncursing service while impaired are much less likely to be beneficial and have a chance of putting powerful curses on the item instead. - Symbiotes now weigh much more if the player's skill is low, and having low charisma makes them take longer to regenerate hit points but high charisma speeds up their regeneration. - Dropping rings or amulets down sinks/toilets, as well as kicking sinks, now has a significant chance of breaking the furniture, turning it into a fountain. - Cursed unicorn horns are more dangerous to use, and mundane musical instruments or magical ones without charges can occasionally shatter when used. - Fixed an off-by-one error when the player levels up. - Dropping items from a height will no longer shatter them if they land on snow, sand or grass. - Enlightenment can now display the amount of turns for which a player will fumble intermittently. - Fixed an oversight that could cause the effects of health- and manastones to not be updated correctly. - Made high-level pets more likely to participate in combat, even with things that are quite a bunch of levels higher than themselves. - The HC converters' taunts can now occasionally cause random bad effects. - Effects that can lower the player's skill caps are much more significant now. - Fixed a segfault that could occur when Rodney's harassment summoned monsters around the player. - Using a touchstone now has a chance of it degrading. - Fixed a segfault that got introduced when making monsters able to block missiles with shields. - Added some higher-level shopkeepers and vault guards that are more dangerous than their vanilla counterparts. - Nurses now only offer specific services, determined when the monster is spawned, and they can run out, like shopkeeper services. - Entering a special room that is empty of monsters will no longer cause monsters on the level to wake up. - Autosearching is much less likely to find things now. - Temple priests and guards can fly now. - Monsters can now shoot at the player through boulders. - Reduced another bunch of vectors of item generation. - Armor pieces are less likely to spawn with random enchantments ("object properties"). - Quaffing a potion of vampire blood no longer permanently polymorphs the player, and the monster to polymorph into is a random type of vampire instead of always being the plain "vampire" one. - Restored the ability to drop gold by selecting $ in the drop menu, fixing the bug where the game would say "The LRS would be very interested in knowing you had that much". - If the player unchecks all item types in the autopickup options menu, the character should now properly not autopickup anything (except thrown objects if pickup_thrown is TRUE) anymore instead of picking up everything. - Fixed the bug where alter reality wouldn't correctly re-initialize certain monsters. - Nerfed certain ranged weapons (especially ones with high multishot) for the player by reducing their to-hit. - Monsters in weird-looking rooms should always spawn hostile now, like monsters in other special rooms already do. - Eating poisonous corpses in soviet mode now drains much more strength than before. - The great wyrm of power summoned by defeating certain monsters now spawns frenzied. - The reverse identify and secure identify scrolls now cost more ink to write, and world fall as well as resurrection are no longer wishable nor can they be randomly more common than usual. - Fixed an oversight that caused the minimalist hybrid race's special effect to not always be in effect. - Overhauled the spellcasting system to make it much harder to reach 0% fail rate, while also nerfing some spells that were too strong and ensuring that it takes a long time to reach 2000% spell memory. However, metal spellcasting penalties are lower, making spellcasting in plate mail more feasible. - Several changes to make it harder to secure an endless food supply via stone to flesh. - Engraving with a wand can now cause it to explode, with the same chance as zapping it. - Symbiote tokens now have a failure chance, which is higher the lower the player's skill is. - Greatly lengthened the attire charm technique's timeout for most roles. - If the player is a vampire, polymorphing no longer always results in becoming a vampire bat. - Stone to flesh can now actually produce huge chunks of meat again when used on a boulder, with the originally intended 1 in 20 chance. 2.6.2 - Jan 2020 - Gavil and sheep players are capable of taming demons reliably. - Cannibalism and eating corpses that give aggravate monster will now only give temporary aggravate monster, however it can result in monsters coming out of a portal. - Special rooms now have less monsters and loot on average. - Added a new random effect that gives the player a nasty gray stone. - Toned down the zrutinator. - Players can now receive extra skill points by leveling past XL30, and high-level monsters will give more experience when killed. - Temple priests spawn with less spellbooks, especially as the game goes on. - Hopefully fixed a bug where crapping effects could leave the player semi-permanently blinded. - Fixed an oversight with zapping the wand of undead turning at a rider corpse. - Some shopkeeper services are more expensive and/or more likely to run out. - After the game ends, the player may now also see how much they used restricted skills. - Branch stairs and portals that don't lead to mandatory branches can now be placed completely randomly on a level, including in corridors on a rooms-and-corridors level. - Rebalanced the penalty for using heavy two-handed weapons. - Zapping monsters with the wand of haste monster will now make them fast even if they were slow before. - Fixed a bug when polymorphing into a monster while slimed. - Toned down the stronger versions of the three alignment key bosses that may be met when imbuing the Amulet of Yendor. Also, Cthulhu was moved to the elder priest level; a new boss is now the sidekick of the high priest on the sanctum. - Death ray resistance now also protects against touch of death. - Trees are less likely to randomly drop fruit. If a tree has already dropped fruit, cutting it down with an axe should no longer drop another fruit now. - Monsters that can cast spells will do so more rarely, and the mechanic for selecting which spell to cast has also been overhauled. - Increased the average timeouts for some techniques. - If the game goes on for long enough, effective monster difficulty starts to increase slowly, resulting in a higher chance of encountering high-level monsters. - The amount of artifacts in existence now has a lesser effect on the odds of gaining an artifact via sacrificing compared to before. - Potions of speed can reduce inertia, or completely cure it if blessed, and blessed ones also give intrinsic speed. - Fixed a bug with some practicant messages not showing the correct name. - Made credit cloning much harder to perform, by lowering sell prices (but not buy prices) for many item types and making it so that as soon as an item is sold in a shop, it can never be sold in any shop ever again. - Toned down some monsters on certain quests that were too annoying to defeat, sometimes introducing new, weaker variants of those monsters specifically for the quests. 2.6.1 - December 2019 - Monsters should spam breaths and similar ranged attacks less often. - The player starts with 2 skill slots that can be spent as soon as a skill has received enough training. - Some mechanisms of spawning random zorkmids spawn less of them on average. - The iron skin technique lasts longer on average. - Toned down the spell memory loss effect from the cyan spell trap. - Fixed an oversight that caused some monsters to still be hittable with attacks that shouldn't harm them. - Toned down the effects when monsters throw certain harmful potions at the player. - Fixed the bug from Vanilla NetHack that made artifacts with drain life effects not work correctly when a monster used them. - Thrones and pentagrams may rarely give the player an additional skill slot. - The amulet of strangulation now takes 10 turns to kill the player rather than 5. - Using a magic marker in evilvariant mode can drain the player's intelligence. - Improved the handling for doors that need specific artifact keys, found mostly on Vlad's tower. In particular, certain rewards that are supposed to be obtainable only with the correct key can no longer be obtained without the key now. - The player now gains extra skill slots upon reaching experience levels divisible by 10, and also when showing the quest artifact to their quest leader. - Fixed the oversight that allowed players to tell the real Amulet of Yendor apart from fakes via the materialglyph option. - The natalje trap effect now stops the player's occupation after a few turns, to ensure that multi-turn actions no longer automatically lead to losing stats and health. - Rodney's intervention happens less often in general now and the Zrutinator isn't guaranteed to spawn. - Implants are more likely to generate in containers. - Reduced the chance that an item in a shop is replaced with a mimic. - Many types of monsters now have additional "sounds" that they can make when they're a pet, which allows players to check their status via chatting, among other things. - A monster that has the steed egotype can now be saddled more easily. - Pets, steeds and symbiotes now have a reduced risk of getting attacked when low on health, but also a reduced chance of actively attacking monsters. This is done to increase their survivability. - If the player eats or sleeps while having a symbiote, the symbiote will be healed now. - Whip tricks can now be performed with all whip-type weapons except rubber hoses. - Certain sokoban penalties that were removed earlier will now be in effect again when playing soviet mode. - If a riding player moves, the steed can now retaliate upon getting hit. - Toned down monster swarms on some Sheol levels, and replaced guaranteed crystal ice golems with a weaker monster type. - Many terrain-altering effects now use a better algorithm to determine whether a tile should block sight or not. - Fixed some loopholes that would allow players to still get a full view of their inventory or containers while the inventorylessness effect was active. - The gun control and squeaking skills can now be trained at the normal rate if the player character is of the correct gender. - Confusion resistance only reduces the player's spellcasting failure chance when confused now, instead of removing it outright. - Successfully untrapping chest/door traps trains searching now, and breaking a wand that had charges trains devices by the amount of charges. - Pentagram and throne traps can no longer be more common. - Wands made of vivadoradorium no longer lose charges only 50% of the time if the type of wand can only be recharged once. - Toned down the reduction of loot that the player gets, so the player will now get more stuff than before (but there is still a gradual reduction). Also, weapon tools and sling ammo are now affected by the loot reduction. - If the player ignites a grenade or stick of dynamite, it now trains firearms skill. - Robes of weakness now reduce the player's strength when worn. 2.6.0 - December 2019 - Fixed a loophole that allowed the player to dig with artifacts without getting blasted. - Reduced the damage bonuses of Shii-Cho, Makashi and Vaapad forms. - Polymorphing a monster that has engulfed the player no longer unconditionally sets the monster's HP to 1. - Using the force on a farmland tile now properly updates the player's vision. - Fixed an error introduced in an earlier commit that would allow the player to turn on the second blade of lightsabers that don't actually have a second blade. - Removed the "couldn't load makemase.lev - making a maze" warning that appeared when we used our hacky way of forcing maze generation. - Stacks of health/manastones are less effective. - Riders and sins no longer revive when killed in freeplay mode. - Rebalanced the damage output of certain weapons. - When grave walls or farmland tiles are removed, the player's sight is now properly updated. - Several techniques have had their average timeouts increased. - Heavy two-handed weapons give an AC penalty for the player and are less effective versus tiny monsters but more effective versus gigantic ones. - Angelic beings are less likely to drop long swords and shields. 2.5.9 - November 2019 - Rebalanced the effect that farting monsters have in combination with toilets. - Tame nonmoving monsters were sometimes unable to finish eating food (so they would be eating forever and be unable to follow the player up/down a staircase), this has been corrected. - The player no longer automatically fails to ride a monster when confused or fumbling. - Fixed a crash when trying to apply a polearm at certain domestic monsters. - Fixed some issues with the elemental planes in bigslex, as well as a segfault on the plane of water in freeplay mode. - Trees no longer continue to drop ripe fruit while the player is on another dungeon level. - Symbiotes will occasionally be healed by a higher amount. - Increased the average timeout for the world fall technique. - Fixed a bug that caused missile weapons skill to sometimes be more effective at lower skill levels than it would be at higher ones. - The player can no longer price identify the BUC status of potions of water. - Fixed more bugs associated with the bigslex castle that would dump the player in unwalkable terrain when coming up from the valley of the dead. 2.5.8 - November 2019 - Fixed a bug in bigslex that could cause the player to be surrounded by solid undiggable rock when coming up to the castle from the valley of the dead. - Altered the bones file generation method which now allows every dungeon branch to have its own bones file pool, even when there are more than 26 bones-eligible branches. - Fixed the oversight that caused iron balls to not deal more damage when they were heavier unless they were a regular heavy iron ball base type. - The player can no longer try to write genocided or otherwise nonexistant scrolls. - Taking off the three specific alignment helmets should properly reset the player's alignment now. - Fixed a potential segfault with corpse names. - Cancelling a monster with Magicbane or similar weapons will now increase the player's maximum mana only if the monster wasn't already cancelled to begin with. - Monsters generated by reverse genocide should always be frenzied now. - Kicking a tree or sink, or messing with fountains etc., will now create a more diverse monster mix. 2.5.7 - October 2019 - Certain quest artifact tools are now much weaker when the player isn't of the correct role. - Fixed the issue with learning or forgetting techniques when the player has a recursion effect. - Sinking in lava or being affected by other detrimental terrain types now interrupts the player. - Disarming traps can now give experience points. - Did a bunch of changes that should make the game less brutally hard. - Being attacked by a nurse or successfully praying may reduce the player's sanity. - Fixed the problem that could cause certain characters to not always get all their level-up effects when they should. - Artifact gifts for items that don't have a skill associated with them will now unlock random skills. - Hopefully fixed a bug where sometimes tiles to the right of a highlighted tile would be gray regardless of the color they should have. - Spellbook generation can now sometimes be biased towards specific spell schools. - Quaffing from a well slightly reduces sanity. - The arduous mountain and machinery special rooms may sometimes spawn with an implant. - Being cancelled in evilvariant mode will temporarily reduce the player's magic cancellation. - In evilvariant mode, giants can try to crush the player. - Fixed the oversight that caused metal race player characters to have no weapon attack. - Toned down some of the bad effects that could affect the player's pets, and also made them a bit more capable of surviving. Petkeeping and riding skills will help. - Fixed an error introduced earlier which made healing wands and spells not work correctly on monsters. - If the player is pushed back, the target square can now once again also be one that has a trap, but the trap in question will not trigger. - The player can now enter symbiosis with stationary monsters, and there is also a new symbiosis skill. 2.5.6 - October 2019 - Some dangerous terrain types will now interrupt multi-turn commands. - Domestic metallivores, lithivores and organivores can now be tamed by throwing an appropriate object at them. - Added a fuzzer, which can be used for debugging the game. - Fracturing a hazy object into individual rocks will no longer result in a hazy stack of rocks that could be split to have each of them individually polymorph back into a copy of the original item. - If the player ascends, there is now an option to continue playing. 2.5.5 - August 2019 - Added another layer of security for the autorecover prompt. - Engravings on the floor now stop travel. - Item destruction by poison can no longer destroy potions of poison or sickness. - The automatic teleportation effect when reaching certain goals in the ZAPM branch can no longer be controlled if the player happens to have teleport control. - Flicker strip and fleecescript trap effects will now make every single letter fleecy-colored when the player character is hallucinating. - Fixed error messages caused by the different way of how armor class works for soviet race characters. - Fixed the possibility for undefined player race characters to start with large amounts of powerful items. - Player characters with expert riding skill can now ride cockatrices and other petrifying monsters without the danger of being petrified. - The player's conduct now displays a lot more statistics. - Wands of starvation used by monsters against the player are less powerful now. - Slightly improved the diamond barrier technique for the Mason role. - Hopefully fixed a savegame error that would occur when the game was checking for the player's implant during saving. - When the game asks the player which hybrid races they want to pick, they are now presented in alphabetical order. - Fixed the oversight that allowed certain spellbooks to still be price-identified. - Added some ways in which the player character can gain alignment points. - Fixed segfaults that could happen when changing dungeon levels while the game was displaying certain glyphs from the old level, as well as ones caused by the game trying to access item appearances during bones file creation. - Added more services when chatting to nurses. - Trying to do alchemy involving finalized potions is more dangerous now. - If a monster is generated with wearable equipment, it will be wearing it even if it normally wouldn't be able to (e.g. because it has no hands or is the wrong monster size). - Bad luck makes bleeding time out slower. - HC aliens may occasionally spawn with a shemagh. - Fixed the exploits and obj_is_local panic errors associated with reverse identify effects. - If the player bumps into a peaceful or tame monster that is hiding and has passive attacks, the passive attack should no longer trigger. It still triggers when bumping into a hostile monster though. - Changed the method for saving randomized stats monsters into the savegame file. This new method makes savegame files slightly bigger but should cut down on the potential of "forgetting" monsters when new ones are added. - Drowning in water doesn't instakill a player who has a lot of HP, but instead damages them quickly over time. This does not affect the drowning attack of eels, which are still an instakill. - Firearms and Vaapad skills add extra options when applying automatic firearms and two-handed lightsabers, respectively, as soon as they reach expert skill level. - Added the paranoidquit option, which is on by default and should never be turned off. If the player does turn it off, #quit can be confirmed by a simple 'y' which is highly dangerous. - Lawful characters gain a point of alignment whenever they purchase a shopkeeper service. - Higher sanity can occasionally replace regular messages with hallucinatory ones. - Being hit by a shuriken can cause the player to bleed. - Made it possible to try to perform a few more actions while not having the necessary hands, with the usual chance of failure and bad effects. - Huge monsters or players can still be engulfed as long as the engulfer is also at least huge size. - Fixed the vanilla bug where saving the game while punished caused errors and usually ate the iron ball or chain. - Scent view and echolocation no longer display all monsters. - For the undead slayer role, undead pets are always capable of turning traitor. - Spell retention values are now displayed in the enlightenment screen. - The damage done to the player by the nadja trap scales up more slowly. - Implants are picked much less often as the item class to generate more frequently. - Monsters are less likely to attack pets, and ranged monster-versus-monster attacks now take evasiveness, armor class, the presence of a shield and other factors into account. - If the player's sanity is greater than 90000, any further sanity increases will cause really bad effects. - Added some new item materials: sand, obsidian, ceramic, shadowstuff, lead, chrome and nanomachine. 2.5.4 - August 2019 - Moving into a detected monster should no longer cause the player to waste a turn. Now, the player will correctly attack the monster. - Monster-versus-monster hug attacks now take to-hit into account. - Fixed the bug where monsters could hit pets with gaze attacks through walls. - Hallucination messages are no longer suppressed by hallucination resistance, although the actual effects from hallucination still are. - The slowness effect from wearing fetish heels or velcro sandals now applies only if the player is moving. - Rooms-and-corridors levels should no longer spawn excessive amounts of special rooms in Gehennom or when playing bigslex. - Throwing weapons now gain multishot bonus from the missile weapons skill, while crossbows and certain types of firearms gain extra damage bonuses when their respective weapon skills are high enough. - Chatting to a nurse now offers a service to cure sanity, and quaffing from a fountain can also occasionally cure it. - Monsters no longer pick up switchers, chargers or ugh memory to create inventory windows. - New skills: gun control and squeaking. - New properties: scent view, echolocation and diminished bleeding. 2.5.3 - July 2019 - Monsters can use magic traps or potions of gain energy when cancelled to become uncancelled. - Polypiling is now a bit less likely to shudder an item. - Limited the length of a captcha string to ensure that the player doesn't get stuck with captchas that are longer than the maximum possible input length. - Fixed a bug where a side effect of the spell memory reduction effect would not trigger if the player's last spell on the list was a forgotten one. - In evilvariant mode, player monsters can now steal the Amulet of Yendor. If that happens on the Astral Plane, the monster in question can ascend and thereby end the game, which counts as a loss for the player. - Fixed a bug that caused hc converters to convert the game to nonexistant alignments. - The demon crossbow and catapult weapons have been nerfed for the player, and the catapult is now two-handed. - Artifact lockpicking tools can once again pick locks, but when a regular such tool would have broken, the artifact tool receives a flag that prevents it from being used for future lockpicking attempts. - Certain effects of the polymorphing and juyo skills now allow the player to opt out, in case the player feels that the effect is counterproductive in a given situation. - The blessing technique has a longer average timeout now, and the power surge technique gives less of a boost to Pw. - The scroll of mail no longer violates the illiterate conduct. - Cancelling a monster should now always remove its egotypes, if any. - The huge club and mancatcher weapons are two-handed now, and javelins are less effective when the player uses them in melee. - Fixed a bug that could cause the player's maximum HP to become negative due to passive touch of death effects. - The psybolt and open wounds spells used by monsters now deal half as much damage but also have other side effects. - Fixed a corner case that could lead to crashes when the player used multishot ranged attacks on monsters with certain passive effects. - Gaze attacks used by the player via #monster now scale in cost depending on the level of the player's polymorph form. - More monsters resist psi and/or light. - Fixed a bug where monsters could still sometimes get turns even if the player had stopped time. - Cancelled monsters may rarely spontaneously uncancel themselves. - Fixed incorrect calculations for the chance to remove fake artifact projectiles. - Robber hideouts can spawn monsters with amulet-stealing attacks now. - Smashing iron bars with a weapon now uses a new attribute instead of erosion, to determine whether the weapon will break. 2.5.2 - June 2019 - Certain yes/no prompts accept a simple "y" as a "yes" now. - Autodig interacts correctly with certain nasty traps now. - A few more messages force a --More-- now, unless the player disables the moreforced option. - Changed the downsides to the create monster and summon undead spells, and made trap creation more dangerous to cast. - The portal to Fort Ludios no longer requires a rooms-and-corridors level with a vault now, meaning it may generate on other dungeon levels too. - The astronaut role is capable of resisting permanent stat damage now. - The janitor role will now have to pay for trashed items in a shop. - Fixed a crash associated with punishment and engulfing. - Levitator race players can now push boulders. - Fixed a segfault that could occur when the player used a switcher; this was left over from the speaking artifact bugfix. - Hostile monsters can now use ranged attacks against the player's pets, and more melee attack types and other monster effects can affect pets now. - Drain life effects are less harsh on the player early on. - Fixed some corner cases where the missingno race could still segfault. - Intelligent monsters may occasionally spawn with food. - The hussy role gains alignment and can potentially find treasure when digging out grave walls. - Monster attacks should no longer teleport the player onto traps, due to potential segfaults when the trap in question teleports the player off the current dungeon level before all of the monster's attacks have been processed. - Changed an impossible message that had a tendency to segfault due to it expecting the name of a monster, which was not guaranteed to be a valid monster and could therefore have its name pointer pointing to an arbitrary location. 2.5.1 - May 2019 - Changed the function that pushes back the player to hopefully fix a weird segfault. - Monsters can now swing at pets in melee of their own volition, instead of only when the pet hits them. - Polearms now have damage bonuses versus steeds, and can dismount a riding player. - The #mark command cannot be used to make pets hold macguffins permanently. - If a pet misses a monster with a melee attack, the monster in question may now retaliate anyway. - Player characters of the jabberwock race are now too thick to fit through diagonal passages, and meleeing a monster will speed up the monster in question so that it can retaliate faster. - Corpses, eggs and other items that can be of a specific monster will now have pokedex entries when viewed in the item description screen. - Smashing iron bars with a weapon capable of doing so should now always damage the weapon. - Improved the sliming dialogue to make it more obvious for the player how long they have until they become a green slime. - Enhancing a lightsaber form skill won't always use up a skill point now. - For the slave master role, pets will tolerate much more abuse before revolting. - The riders and deadly sins will now always drop a corpse even if corpses cannot be generated, to thwart the tactic of genociding corpses that would allow players to easily get rid of them permanently. - Robes and mummy wrappings drop less often upon death of wraiths and mummies, respectively. - Fixed a loophole that allowed the player to gain information about their spells when certain nasty traps were supposed to obscure it. - Fixed a bug which may have been introduced earlier, that made monsters not always get angry when the player uses a gaze attack against them. - It's no longer possible to price identify the level of spellbooks or the enchantment value of weapons and armor. - Polymorphed items may sometimes not be hazy. - The charisma loss caused by a natalje trap can no longer be prevented with sustain ability. - Made the question posed by the #quit command more verbose to indicate that it will erase the game permanently. - Added the three stooges from Nethack 2.3e. - Implemented the sortloot patch. - When the player is engulfed, autopickup should no longer cause them to lose a turn instead of attacking. - Tried to make it more clear to players what the memorization skill does and how to use it effectively. - Fixed an oversight that caused the calculation for spell failure rates to be wrong. - Nerfed some status-curing spells as well as knock and wizard lock. - Dipping for Excalibur in evilvariant mode while confused can have unwanted side effects. - Added some effects to fountains and pentagrams. - Fixed a bug where plain eggs could sometimes petrify the player or monsters. 2.5.0 - April 2019 - Fixed the SLASH'EM bug that caused the game to crash if a punished player tried to move on the Plane of Water. With this bug fixed, the player can now also be punished on the Plane of Water again; in previous versions that was made impossible to "seal" the crash bug. - Attempted to fix a segfault on bones level generation, though whether the fix works remains to be seen. - Fixed a bug where the ZAPM roles would still start in the space base even when using lostsoul or other playing modes. - If the player uses the autodig option while wielding an artifact pick that would blast the character, every attempt to move into a wall can now trigger the blast just as if the player had tried to dig manually. - Fixed a bug where you could freely lie to vault guards if you didn't set an alias name for your character. - Dirge can now also be created via the Sporkhack method. - Fixed the date.h dependency issue that caused the game to be recompiled completely even if just a single source file was changed; this problem was introduced when the endgame dumplog screen was updated to show the version number. - Fixed a bug inherited from SLASH'EM where lightning spells could sometimes damage monsters that are immune. - Fixed a segfault that could occur when the player was subjected to the nastycurse effect. - Changed some more special rooms to make them less deadly when they spawn early. 2.4.9 - April 2019 - Fixed a rare crash that could occur when changing dungeon levels. - Toned down some monster spawn routines to make the game less of a slog. - Loosened the ascension turn clock a bit. - Improved maze level generation routines to make them more interesting. - Certain special rooms are less deadly if they spawn early. - Changed "cannot find the monster usteed" panic into an impossible, and fixed a segfault associated with it. - Fixed a segfault that could occasionally happen when changing dungeon levels. - Fixed a segfault that happened if an inka race player character shot projectiles without a launcher. - Added the memorization spell, and some functionality for the spellcasting menu. - Fixed some code that could occasionally freeze the game upon entering a new level. 2.4.8 - March 2019 - Toned down the bad effects that players are subjected to when falling into lava. - Reduced the chance of nymphs spawning with mirrors. - If the player is using both ZAPM and ironman/roommate modes, the first space base level now gets a grace period. - The player may now randomly gain the "The Force" intrinsic from pentagrams and lose it to gremlins. - Increased the maximum amount of spell memory a player can have for a spell to 2000% (was 700%). - Fixed the oversight that would assume a polymorphing monster's base level was 10 even when it wasn't. - Fixed the bug that could cause mushroom race players to be unable to use polearms. - Some RNG stuff that is determined at game start is not always present now, making the game easier on average. - Fixed a bug in the pumps minigame that could cause a female character to be kicked in the nuts. - Some sources of attribute loss take off less attribute points on average. - Fire traps are less likely to take off max HP. - Fixed an oversight that could cause unintended out of depth monster spawns in ZAPM mode. - Some types of low-level monsters no longer spawn with strong weapons, to reduce the odds of beginning players getting killed by them. - Greatly reduced the amount of time for which cursed spellbooks paralyze the reader. - If contamination would cause the player to lose wisdom, and the contamination counter is below 100, it can't kill the player anymore now. - Added some potions to the list of types that can be cleared by a unicorn horn. - The sin counter has a lesser effect on chokhmah attacks now. - Made the doorning trap effect less harsh. - Changed the effect of some scrolls and potions to make use-testing them less dangerous. - "Weak" monsters have less HP on average. They're also less likely to hit the player in combat and have less multishot with ranged attacks. - Ether items contaminate the player more slowly, and very low contamination can also sometimes go away on its own. - Fixed a bug that caused some random helmet to convey clairvoyance. - Several special monster attack effects are less common. 2.4.7 - February 2019 - Player monsters on the Astral Plane are no longer almost exclusively male. - Players of the HC alien race anger their gods when eating quadrupeds. - Fixed a bug that caused dryads to get cannibalism penalties. - Fixed the annoyance where moving into an I marker or warning symbol could waste a turn even if the player clearly intended to attack the monster. - Fixed an information leak associated with the knowledge trap. - Fixed a bug that caused the chances of random items in rooms to be all weird. - Fixed a bunch of panics in curses mode. 2.4.6 - January 2019 - Monsters using damage armor spells against the player will now remove erosionproofing in evilvariant mode. - Fixed the loophole where players could circumvent the wing yellow changer trap effect in curses mode. - Fixed an information leak associated with the mojibake trap. - If the player is on the level that has the portal to the Subquest, there can now be periodic messages hinting at its presence. - Rooms-and-corridors levels can use a few more room joining mechanisms now. - The line telling the player that an unknown command was used will no longer be displayed in the dumplog. - Fixed a panic that could occur if a mushroom used certain weapons at range. - Mushroom race player characters move slowly when not riding. - Monsters with healing spells will now heal more depending on their level. 2.4.5 - January 2019 - Fixed the error where saving and loading the game could trigger some on-equip item effects. - Really fixed the error where being zapped by a wand of cancellation would not interrupt the player's occupation. - Fixed segfaults if the player clicks with the mouse during character generation on Windows. - Shapeshifters are now less likely to polymorph into monsters whose levels are much higher than the base shapeshifter form's level. - Frenzied monsters deal less damage on average (but still more than non-frenzied ones). - Fixed the error that caused automore trap effects to persist even after the trap's effect has timed out. - Polymorphing an object will now only degrade it if it's being done via wand/spell. - If the player commits unallowed cannibalism, sanity will now increase. - Fix the oversight where invisible/nownsible trap effects were swapped. - Using traps via > is now possible even if the trap is invisible. - Increased the to-hit reduction of the wild slashing technique. - Fixed segfaults and bus errors when passive banishment attacks trigger. - Fixed a bug that could cause items to have the wrong weight, especially loadstones (possible game-ending bug). - Leaving bones or polypiling no longer unconditionally degrades items. - Dipping a too large stack of items into a potion of gain level will now correctly use up the potion. - A weapon that is thoroughly eroded can't be used to bash down iron bars anymore. 2.4.4 - December 2018 - Nerfed the power of the map level spell. - Using the search command should reveal the adjacent squares even if the player is not blind, useful when certain nasty traps are in effect. - Fixed the jousting chances with lances, which were broken in an earlier version by mistake. - The artifact bell's effect was nerfed. - Fixed a crash associated with Duri's services. - Nasty traps that can hinder movement in specific directions can no longer be circumvented by certain commands. - Writing a spellbook now keeps the original spellbook's charge count. - The automore trap now blocks the use of Ctrl-P. - Really fixed the error message spam caused by farting monsters, the earlier bugfix wasn't working. - If the player is standing on sand terrain, all damage is reduced by 20%. - Shopkeepers now have a credit limit depending on the depth of their shop. Trying to get credit past that amount will always fail. - Fixed the savegame error that could be caused by the game checking for a cursed called cloak when doing the ripe tree fruit check upon saving, introduced when that cloak type was added. - Added a playable ZAPM mode, activated via the OPTIONS=zapem option. This causes the player to start in the Space Base. - The intrinsic change effect should have an effect more often. It may now be slightly skewed towards losing an intrinsic. 2.4.3 - December 2018 - Fixed a potential corner case bug with the calm steed technique. - In evilvariant mode, certain wish sources can only be used for nonmagical items and don't break the wishless conduct. - The xlogfile now tracks the player's starting role and race. - Fixed the SLASH'EM bug that caused lightsabers to recharge over time when the player puts them in an ice box. - Fixed the SLASH'EM bug that caused cloned monsters to not have their weapon pointer emptied. This probably never happened in SLASH'EM because no multiplying monsters with weapon attacks existed. - Fixed the regions in the edited Vlad's Tower levels, and tried to make it harder to get to the items behind the artifact doors if you lack the keys. - The Gauntlet Key artifact door in Vlad's Tower no longer automatically unlocks. - Picking up the candelabrum or book of the dead should give the full-screen message only once. - Fixed a previously introduced bug that caused certain artifact effects to apply unconditionally even when they should be targetting specific monster types only. - Certain monster-summoning mechanisms can now also create frenzied monsters. - The presence of a weird-looking room makes teleport control likely to fail. - Teleport control allows the player to teleport on traps, which are triggered in the process. - Certain playable races get the good bonuses from implants despite having hands. - Fixed a previously introduced bug that caused all characters without the implants skill to have worse AC. - Displacing a peaceful monster should no longer result in drowning without a prompt. - Fixed bugs with monsters that use nemesis taunts without actually being the real quest nemesis. - Clockwork automaton speed was changed to be less slow. - The damage done by the water flame and volt rock spells is lower, and water flame also costs more mana to cast. - It should no longer be possible to restore strength loss caused by being weak from hunger when the player's mithril equipment prevented the strength loss from happening. - The damage done to the player by falling piercers now scales with the monster's level. - Snow reduces the player's speed by a lower amount if the player isn't moving, and can cause the freeze status effect. 2.4.2 - December 2018 - Trap disarming effects redraw the screen now to reflect the removal of traps. - Fixed the bug that caused alias name prompts to always say the character was neutral. - Fixed the bug that caused cloned saddled monsters to be impossible to saddle. - Fixed a bug that allowed octopodes to wear cloaks. - Permamimics and other problematic steeds can now be mounted. - If a pentagram unlocks a skill based on how much it has been used, the cap is now randomized. - Fixed some phantom crash bugs that were occurring on Ubuntu 18.04. - Some passive attacks that the player can have were affecting monsters that should be immune, this has been fixed. - Nerfed the scaling of summon team ant and booze techniques. - Fixed a segfault that could happen when trying to start the game with certain character classes. - Fixed the bug where feminist player characters with negative alignment could cause the game to freeze. - Several monster-versus-player ranged attacks are now harder to avoid. - Playable races with multiple weapon attacks don't get the extra attacks every single time. Instead, they have a chance of getting the extra attacks per attack attempt. - Monsters no longer automatically know where the player is when they're far away, with the "detection range" depending on sight, stealth and aggravate monster. - Putting "bgf" in a wishing prompt makes the item blessed, greased and fixed. With "bgfi" the same happens but the item additionally becomes invisible. - Fixed a potential segfault when a hallucinating player was on a level with a quest portal. - Potions created by the booze technique are finalized now. - Special levels should no longer replace grave walls with random other terrain types. - Added some effects to fountains and magic traps. - The game will really select monsters with passive attacks when that trait is requested. - Healing attacks should always do something specific to the player now, not just when it's a melee attack. - Players that are capable of eating walls can now also eat the top part of a water tunnel while flying. - Murdering NPCs on town levels can anger the watch now. - Rodney now has the Zrutinator as a pet. - Fixed the bug where players could select techniques that were beyond recall. - If the player's items are destroyed by rust, the game now mentions which item got destroyed. - Djinni from magic lamps no longer give bottles. - Fixed the buffer overflow when giving an alias name to the character. - If the player contracts a STD, their sanity increases. - Overhauled the speed system so that players no longer get excessive speed bonuses. - Duri the Blacksmith actually offers services when chatted to. - Bumping into a monster that has passive attacks can trigger those attacks. - Players can use the aklys, spined ball and chain-and-sickle weapons like polearms. - The illusory castle has more illusion rooms. - Double swimming now reduces the odds of water currents affecting the player. - Fixed the bug where if the game tried to destroy indestructible items, it would still say that one of your items was destroyed when it really wasn't. - Added two new attacks that monsters can use. 2.4.1 - November 2018 - Increased the rate at which the Djem So skill is trained. - In evilvariant mode, shoe monsters can attack with their sweaty inlays. - Monsters that trigger magic portals or recursion traps will reveal those traps now. - Items in crystal water are shown only if the player can reach them without having to touch the water. - Added a failsafe to a light source related function in the hopes of fixing a rare crash. - Carrying around another role's quest artifact, and especially equipping or invoking it, will increase the player's sanity and contamination, and reduce the alignment record. - Player's AC and to-hit are no longer capped at +-127. 2.4.0 - November 2018 - Fixed the bug that caused bad equipment/artifact effects to sometimes leave the player stuck with a phantom weapon in their hands that is not listed in the inventory screen and goes away when saving and loading. - Players with very good AC are a bit more likely to be hit now compared to before. - Fixed the error message spam caused by farting monsters, which was also introduced in an earlier version. - Fixed a bug that was introduced earlier which made it impossible to wear towels. - The Sword of Bheleu has a downside now. - Nerfed a bunch of lightsaber-related things. - Made contamination resistance more useful in the Gamma Caves. - Peaceful monsters should no longer make themselves invisible if you won't be able to see them. - Made it much harder to get a lot of protection from priests. The costs are the same but more donations are required on average. - Wearing an implant while in a form with hands gives less extra AC now, and if the player is also restricted in the implants skill they may actually make the player's AC worse. - The roommate race will now encounter special rooms on levels with branch entrances too. - Exploding wands deal less damage to low-level players to make them less of a game-ender. 2.3.9 - November 2018 - Darkness attacks deal extra damage to angels. - If the player is capable of oozing through doors, it should now work regardless of the open/closed state of the door and regardless of whether the player is trying to ooze into or out of the door. - Early on, the player hitting themselves with ray wands (rebounds) deals less damage to increase the player's survivability. - Certain special behavior in Sokoban no longer applies to the entire dungeon when playing a sokosolver. - Toned down the effect of deprovement traps. - Perfume monsters, odor shots and certain other things cause sanity now. - Perfume and converter monsters now have a higher than average chance of getting certain egotypes. - Made it less likely that the game ends up placing a branch stair/portal on top of an existing staircase. - Snails can no longer be forced to wear flat shoes. - Fixed a bug that caused many starting pets to have the player's cat name, if one was set. - In evilvariant mode, ghosts have aging attacks. - Every point in a lightsaber form gives a small chance of avoiding sanity. - Killing the quest nemesis makes clones of him even more likely to spawn. - Cursed weapons deal extra damage to angels. - Monsters in roommate rooms can sometimes spawn in walls. - Added a BIGSLEX define to config.h that can be turned on to make the dungeon levels much bigger. - Monsters can have ranged thorns now, an "attack" that retaliates if the player uses ranged attacks. - It's now possible to successfully pick a lock while under the auto destruct trap effect. - Nerfed the effect of the left inventory trap. - Having a property both intrinsically and extrinsically now improves its effect, and is also reflected in enlightenment. - Added a message when the player completes the Deep Mines. - Using the quest artifact for a prolonged time will increase the player's alignment record. - Turret-class monsters are nonliving now. - Artifacts that are supposed to drain life now actually do so. - The sokosolver can now #monster to create boulders or disarm traps. - Captcha and quiz trap prompts no longer get mangled by other nasty trap effects. - Fixed extrainfo bug that caused it to always report the player as being in Sokoban when playing the sokosolver race. - The pet attack directive can now be set so that pets will only attack hostile monsters. - The wing yellow changer effect now correctly switches back to the original tileset when it times out. 2.3.8 - October 2018 - Using #sit on a fountain while polymorphed into a coin monster gives a YAFM. - Randomly generated traps on Sokoban are much less likely to be ones that swallow boulders, and boulders will now plug giant chasms on Sokoban. - Fixed erroneous flag on snow rabbit monster. - Fixed an oversight that allowed players under the effect of a wereform trap to summon too many minions. - The wand/scroll of bad equipment will now force the player to equip the generated item even if it would burden them. - Artifacts with multiple attack effects can now actually use all of them. - Cursed potions of gain level can no longer transport the player to the plane of Earth when the amulet is not fully imbued. - Equipment with low enchantment values will dull less often. - Leprechauns and grid bugs no longer have artificially low monster difficulty. - Several nasty trap effects have been nerfed in effectiveness, making their effects more palatable for the player. - When the player is asked for an alias name, the game now uses the correct gender. - Polymorphing into jonadab-script-generated monsters is much more difficult for both players and monsters. - Fixed a bug in ruined churches that caused the spellbook to appear in an odd location. - Gods can now also give artifact gifts to player characters whose level is below 3. - Adjusted calculations for the fluctuating speed trap to make it nastier. - Prevent players from getting role-specific sacrifice gifts too often. - Early on, the player is protected from bad polymorph results if the polymorph was due to a trap. 2.3.7 - October 2018 - Fixed a bug that caused certain musical instruments to be tonal when they shouldn't be. - Pills can occasionally cause a sex change. - Kurwas now get to decide their sexuality when they chat to a monster for sex. - If the same rider or deadly sin is killed at least 50 times, the player's sanity will increase greatly whenever the monster in question resurrects. - Fixed some issues where the player could not interact with items on crystal water tiles correctly. - In evilvariant mode, kicking a container can break any non-artifact inside. - Ragnarok now also causes some turns of the contamination nasty trap effect. - New naming options for the player's starting pets: dragonname, boyname, girlname, monkeyname, parrotname, ravenname. - Added a "sanity" concept. The player's sanity starts at 0 and goes up if certain things happen, with bad effects becoming increasingly more common with higher sanity. - The gun, ammo and banging shops no longer spawn tons of artifacts. - Randomly generated artifacts can also be ones that already exist. - Angel race player characters will get temporary weak sight when hit by a darkness attack. - The inka race is better at using inka weapons. - Crossbow ammo spawns in bigger stacks. - Pickpockets always trigger magic portals. - Sleep resistance no longer offers full immunity from sleep gas traps. - Added a new playable hybrid race: extravator. 2.3.6 - October 2018 - Shoe race players can ride other shoes, even when they're not tame. - Added a new directive that players can use with sufficient riding skill. - Some effects that were supposed to be able to dig out rock walls couldn't do so, this has been corrected. - Each role and race now has "natural limits" for their attributes. Trying to increase a base stat beyond the limit has a chance of failure depending on how far over the limit you're trying to go. - Fake artifacts can no longer be stacked with regular items or other fake artifacts. - Eating a hidden cockatrice corpse now does something. - The Gauntlet Key is indestructible now. - Made the effects of the natalje trap less harsh. - Thrones and other skill-unlocking effects can also unlock bare-handed combat and martial arts now. - Bad effects once again don't unconditionally interrupt the player, but the logic that determines when to interrupt the player has been improved. - Quaffing from fountains/sinks, or quaffing a potion of fruit juice, gives more nutrition. Clockwork automatons get more nutrition when quaffing potions of oil. - The player can now set an alias name for their character if the option askforalias is turned on via config file (it defaults to off). 2.3.5 - October 2018 - Mattresses, beds and tables can burn when hit with fire. - Every skill has at least one item associated with it that will unlock the skill if an artifact version of it is given as a gift to the player. - Players who know both the bare-handed combat and martial arts skills can #monster to switch between the two. - Snail race players can #monster to dig every once in a while. 2.3.4 - September 2018 - The player's polymorphing skill makes it more likely to successfully perform actions without hands or while otherwise handicapped. - The destroy armor/weapon attack used by some monsters can also destroy rings, amulets and blindfold-slot tools now. - Wooden flutes/harps are less likely to pacify their respective target monsters. - Rust monsters are no longer special-cased among all the metallivorous monsters. - Spell loss, increase technique timeout and reduce skill knowledge effects are harsher now. - Added an "elm street mode" that can be activated via OPTIONS=elmstreet (birth option), which causes the game to behave similarly to how it would on a Friday the 13th, and the unlucky day does a lot more than just decrease luck now. Many things that have a chance of causing negative stuff to the player now do it more often on that day, and things that have a chance of causing beneficial effects have a lower chance, making the game much harder. 2.3.3 - September 2018 - HC aliens spawn less often in religion rooms. - If the player is playing a sokosolver, boulders should always generate when they normally would, even if they're an item type that can't generate in the current game. Pairing sokosolver with minimalist should now also guarantee that all the boulders always generate. - Eating a chocolate or chocoegg cures totter. - The monster born and kill counters can go above 255. - Fixed the problem where certain artifact-giving mechanisms would only give unaligned artifacts if the player had at least received one other artifact from such a source or their deity. - The item menus no longer display long ############## strings if the player has many more than 52 items. - Attempting to hangup cheat in lostsoul or wonderland mode before the player character was levelported will result in a game over upon restoration. - The player now has death resistance when in a polymorph form that has it. - More item materials have effects: copper deals extra damage to F or protects against sickness, platinum protects against contamination, mithril protects against attribute loss, gold is resistant to the curse items effect and bone is more resistant to stealing. Leather and especially wood are more resistant to fire while paper is super vulnerable. - Sleeping monsters are more likely to wake up when attacked. - Friday the 13th is much more dangerous; some features that are normally only active in evilvariant mode have a chance of being active on a Friday the 13th now. - In evilvariant mode, disintegration resistance does not protect the player's worn items. - Occasionally, certain types of curses on items are more common in a given game. - Artifacts are 75% resistant to erosion effects. - The prostitute and kurwa roles are less susceptible to claw attacks, but certain monsters still retain the old chance and are more common to compensate. - Jumping, throwing an iron ball, or throwing anything while levitating no longer count as cheating in Sokoban. - In evilvariant mode, the BOFH has data delete attacks. - Metallivores, lithivores and organivores can't eat erosionproof items. - Mimics and hiders can attack even when hiding now, and will not become visible when they do so. - The UNIX makefiles use the -O compile flag instead of -O2 now. - Werecreatures are more likely to infect the player if it's a new moon. - Fixed bugs that would place caverns on Robot Town and Sewer Plant, which could occasionally be behind undiggable walls and therefore become almost impossible to reach. - In evilvariant mode, sacrificing will cause the player to be affected by the burst of flame or flash of light. - If a player's melee attack misses by more than 20 points, there's more message variety to indicate that it was a total miss. - Items on bones levels are now usually degraded, and stuff inside containers is deleted to reduce the amount of free items a bones file finder gets. 2.3.2 - August 2018 - Fixed a memory corruption when the terminal size had certain dimensions and the player had an item whose inventory string was exactly one character too long. - Nerfed the frequency with which wouwou aliens can use their taunts. - Fixed the bug where a player with displacement would displace pets twice. - Tried unsuccessfully to fix an "invalid next size (fast)" error that can happen when long item names are being displayed on terminals of specific sizes. - Frenzied monsters can no longer be made peaceful or tame at all. If the player still somehow finds a way to make them peaceful, they immediately become hostile again. - Traps that shoot missiles now have a chance of not actually creating the ammo in question, thereby reducing the amount that the player gets. - Fixed an uninitialized variable bug that would cause monsters with the weaponizer egotype, but also possibly other monsters with weapon attacks, to crash or behave strangely when they don't have a weapon equipped. - The player should no longer drown when they could survive on an adjacent tile (crystal water when not flying, or generally moorland, urine lakes, styx rivers etc.). - Eternium items should correctly resist all forms of item destruction now (there were still cases where they could incorrectly get destroyed). - Shopkeepers and particularly Izchak and One-Eyed Sam are now much more likely to have certain egotypes. - If the player is wearing a shirt, body armor, cloak and gloves and the gloves aren't fingerless, it's possible to ride petrifying steeds without turning to stone. - Farlooking something that has a trap and/or terrain underneath it will now display what those are, as long as the player isn't hallucinating or suffering from certain nasty traps. - All ; monsters (eels and other sea creatures) can always swim now, even if they don't specifically have the M1_SWIM flag. - The monsters and traps that have %s in their names have been renamed because they were known for causing annoying segfaults. - Monsters with the reviving flag (M4_REVIVE for monsters that aren't trolls or fungi) were reviving only very rarely due to an oversight, this has now been corrected. - Applying a polearm at a humanoid monster that avoids lining itself up with the player can sometimes cause several monsters to come out of a portal. 2.3.1 - August 2018 - Scrolls of world fall cost 100 ink to write with the magic marker now (was 50). - Ragnarok can now occasionally summon hostile player monsters in full ascension kits. Also, certain sources of Ragnarok now trigger the event always, as opposed to the previous 1 in 64 chance. Random bad effects can now be ragnarok or data delete. - Random bad effects, Ragnarok, data delete etc. now interrupt the player when they happen. - Monsters can now use polearms at a 2 square diagonal distance, just like the player can. - Liches in the cursed mummy room and those in IVAN vaults are much more dangerous. - The sucking attack that some monsters have is now more likely to suck off the player's gloves. - Improved player monster generation routines, especially on the planes to make sure they get the correct equipment. - Fixed the bug that made the game unplayably annoying when the player equipped Arabella's Bank of Crossroads or Arabella's Great Banisher. - Added a message when a leprechaun moves in response to the player's attempt to melee them, and in evilvariant mode that will cause paralysis. - In evilvariant mode, quaffing a potion can fail when the player is a barbarian or has at least 16 constitution. - The bundle, cuddle and fleece monsters now actually give their special attack messages in melee. - Engraving with a wand in evilvariant mode can cause the player to break it if strength is at least 18. - If the player is so overloaded that they cannot move at all, they will frequently take damage that depends on how many weight units over the limit they are. - The elder priest now has additional equipment-stealing attacks. 2.3.0 - August 2018 - Tentatively fixed a crash bug that could occur when the game could no longer find a punished player's ball or chain; however, the bug that they can get lost at all still remains. - Some traps are more common in evilvariant mode. - Tunneling monsters are capable of phasing through grave walls without actually digging them out. - Added a bunch of special rooms. - Trying to perform actions without hands and failing can now cause bad effects. - In evilvariant mode, player characters with low dexterity will fumble intermittently. 2.2.9 - August 2018 - One-turn timerun effects should dissipate when the player performs an action. - Exploding doors in evilvariant mode can have a variety of other detrimental effects now. - In evilvariant mode, a player character who is in a form without hands cannot use the rub command. - The randomized nasty equipment, e.g. evil plate mail, now gives more downsides when worn. Fixed nasty equipment like disenchanting boots or greyout cloaks are unchanged. 2.2.8 - August 2018 - Randomly generated containers can now have rocks inside. - Added some new potion appearances that can cause certain monsters to be summoned when quaffed. 2.2.7 - July 2018 - Graffiti underneath monsters no longer causes the tile in question to be highlighted. - If the player is polymorphed into a monster that can breathe psybeams, they now have psi resistance. - Polymorphing and implants skill can increase the damage a player does while polymorphed, and petkeeping skill can increase pet-versus-monster damage. - Nerfed the effectiveness of the weapon practice technique. - In evilvariant mode, monkeys would leak information when stealing the player's items; this has been corrected. - The sexy flats skill now adds damage to certain hammer shoes that are not high-heeled, and the ones in question are no longer affected by the high heels skill. - Added a new lightsaber form skill named "Wedi". - Nerfed the healing spell and boosted the full healing spell. - Monsters can have a "steed" egotype which allows them to be ridden even if not tame, at least if the player manages to saddle them in the first place. - Tinning kits generate with fewer charges on average. - Some checks that expected a certain player name would incorrectly return TRUE even if the player had additional characters in their name, e.g. "AmyBSOD2" would return TRUE when testing for "AmyBSOD", which was not intentional. - New option "eatingwalls" that, when disabled, prevents a scurrier or ent player from eating walls. - If the player digs down while next to a urine lake, styx river or shifting sand, it can fill the newly created hole. - Added some random bad effects that can hit the player, including one that force-equips cursed equipment. - The "Elona's Snail Trail" artifact now works correctly if the player is a snail. 2.2.6 - July 2018 - Added a bunch of new attacks that monsters can use. - All roles now have a "spell retention" value, which determines how many spells can be memorized before amnesia effects start erasing more spell knowledge per incident. If the player has more than twice this value of spells memorized, ones at the bottom of the list can spontaneously be removed. Melee roles have a much lower spell retention than casters. - Turn undead and stone to flesh can occasionally destroy corpses or statues, thereby removing the possibility of endless farming. - If the player is on the receiving end of a disintegration effect, and is wearing no armor, there's now a chance to survive it, but the player loses some max HP. - Fixed a potential bug that caused the player to sometimes resist physical explosion attacks. - In evilvariant mode, eating worms, blobs and similar things gives slippery fingers. - Vomiting on an altar will anger the gods. - If the player has slippery fingers, engraving is much more likely to result in misengraving. - Kicking a tree can occasionally summon hostile nymphs. - Eating a cursed C- or K-ration while hallucinating gives YAFM. - In evilvariant mode, attempting to light a cursed light source will burn the player's finger. - Vomiting will wipe the engraving on the player's location. - In evilvariant mode, certain item materials (including silver and dragonhide) are subject to some types of erosion now. - Added a random tin preparation method. 2.2.5 - June 2018 - Fixed a bug that could cause a regular staircase and a branch staircase to be on the same tile, which would always give precedence to the branch staircase when the player was trying to use it and possibly result in unwinnable games. - Nerfed the duration of player-versus-monster sleep spells. - In evilvariant mode, the first occurrence of "Elbereth" in a string that the player is trying to engrave will always misengrave. - In evilvariant mode, cheating in Sokoban increases divine anger. - New monster sounds that allow monsters to try to convert the player character or cause a variety of harmful effects. 2.2.4 - June 2018 - Clearing a harmful potion by dipping it in a unicorn horn can sometimes curse and disenchant the horn, or if the horn is already cursed it will make the potion explode. - Fixed an oversight that allowed the player to have 0 current HP without dying when a cursed potion of gain health is quaffed. - Applying a polearm can scuff engravings underneath the player. Occasionally the same can happen if the player casts a spell. - Fixed a bug that caused toxic venom attacks to give a message when a monster was hit with it by another monster outside of your line of sight. - Fixed a bug in evilvariant mode where ragnarok attacks would constantly instakill you and your pets. - Monsters with contamination attacks will give contamination egotypes to other monsters much less often. - Certain poison-based engulfing attacks are more dangerous now. - Fixed an error where monsters with the bomber egotype would explode and then continue to get attacks in the same turn even though they're already dead. - Watchmen no longer have a spawn frequency; this should prevent them from being randomly generated on certain special levels. Tilde-class monsters can now generate randomly. - Reduced the chance of jousting with a lance, and artifact lances have a low chance of breaking now (they used to be unbreakable). - Nerfed the damage done by the player's force bolt and magic missile spells. - The calculations for spellcasting cost reduction have been changed to make sure spells don't become too cheap to cast. - Fixed bugs where yellow sneakers didn't work the way they should. - Changed the restore logic to hopefully prevent the crashes seen on some systems when the game goes through the list of monsters. - If the player has very many items in open inventory, curse items and item-stealing monsters can target more items at once. - Added a boolean option "knapsacklimit" that defaults to off, and if turned on, prevents the player from picking up items when having 52 or more items in inventory already. - Improved the way the game handles certain watery terrains. In particular, eels will hide in water tunnels now instead of being clearly visible. - Fixed the error where turning the autoopen option off would still result in doors autoopening. - Higher Djem So skill increases the chance that a thrown lightsaber comes back, and higher Juyo skill increases the chance to smash an enemy's weapon when using a two-handed weapon or katana. - Recharging a lightsaber no longer caps the total amount of power at 1500. Also, lightsabers and light sources now show how much energy they have left if they're fully identified. - A message is given if the player uses up a tool owned by a shopkeeper. - The ancient race is once again capable of getting any random technique at game start, except those learned from training skills. - In evilvariant mode, the prompt given by a cursed scroll of identify is more realistic. - Toned down the message spam when searching in soviet mode. - Fixed the bug where monsters attacking each other in soviet mode would always cause their weapons to rust. - The uncurse service offered by shopkeepers works now even if the shopkeeper doesn't handle the item. Also improved the message given when using the identify service. - Fixed the bug where dying from quaffing a poisoned well would give a "glorkum 0 0 0" death message. 2.2.3 - June 2018 - If a blind player tries to search and causes a statue trap to animate, it no longer illogically stops the searching from finding stuff on the other adjacent tiles. - Fixed an error where shopkeepers would sometimes not reduce the amount of money they have when giving money to the player. - Eating a human wraith corpse can give an experience level now. - Fixed the long-standing rnd() call error when certain monsters got spawned. - New playable roles: Anachronounbinder, Hussy and Mason. - New skill: sexy flats. Trained by wearing certain pieces of footwear. - The nexus stat swap effect can damage the player's attributes or maximum HP. - Turn undead works less well with low alignment, and not at all if it's too low. - Potions of blood can be removed from the loot, and hostile vampires can actually use them now. - Changed the experience chart for experience level 14-30 so that it takes much longer to reach higher levels. - Fixed the bug where engravings were shown on grayout tiles. - New option randomhybrids that can be turned off to prevent random hybrid races when playing in curses mode. - Improved the gang scholar quest levels. - Fixed the bug where material glyphs would still be displayed while under the uninformation trap effect. - New monster attacks: destroy weapon/armor, trembling, and ragnarok. - Traps have a difficulty value now, which determines how hard it is to find/detect them. In some games, a value is rolled at game start that gets added to this difficulty. - Using #annotate when the current level already has an annotation will tell the player what the annotation is. - There's a 1 in X chance, with X randomly determined at game start, for a randomly generated trap to be completely random, ignoring the rarity numbers on the nastier trap types. - Twoweaponing can occasionally have greatly reduced to-hit, and deals less damage on average. - 1 in 8192 monsters are "shiny" and randomly change color. - The wand of magic mapping no longer maps the entire level. - If the player is causing conflict, monsters are much more likely to ignore Elbereth squares. - The Bizarro Orgasmatron will give long-lasting inertia if the player uses it too often. - Trying to use a cursed instrument at the castle makes the drawbridge lie to you. - Player's displacement and invisibility are less likely to fool monsters. - Monsters with AD_SEDU are better at stealing stuff compared to AD_SITM ones now. - Some of the lightsaber forms train faster now. - Lots of nerfs, including bonuses from achievements, damage bonuses for highly skilled weapons, and other boosts for highly skilled players. - Items can be "finalized", which prevents them from being cancelled, polymorphed, blanked etc. Cancelling a negatively enchanted item will now only remove one point of negative enchantment, and cursed items will only be uncursed if they no longer have a negative enchantment value. The cancellation spell in particular can require many zaps to remove negative enchantment from an item and can also occasionally make the item finalized. - Towels can degrade when used, and are only reliable when blessed. - Magic markers are less common as randomly generated loot. - If the player is wearing positively enchanted gloves, it will allow them to hit monsters that require +X weapons to hit if the gloves' enchantment is high enough. - Monsters' AC is now less likely to get reduced. - Numbness should have noticeable effects now. - Players polymorphed into fast monsters (speed 18 or higher) now gives a lower average polymorph time, and the player's polymorph in such a form can time out even if the player is unchanging. - Riding a fast steed will reduce the speed (based upon player's riding skill) starting at a speed of 18 now (was 25). - The detect armor enchantment and know enchantment spells only work on some items now. Passwall spell can backfire. - Fake artifacts can now be deleted from the loot, reducing the # that the player will get. - Polearms may erode when used, or frenzy the monster, or speed up the monster. Monsters that can use weapons have a chance of snatching the polearm. - Polypiling has a greater chance of shuddering the object, especially if it's a scroll, potion, spellbook, or stackable weapon, and even if the item survives, it may become cursed and lose enchantment. - Reduced the amount of charges that certain wands spawn with. - Riding a very fast steed may cause the player to walk randomly. - Exploding monsters whose base types can resurrect will now be able to do so after exploding (previously they wouldn't ever leave corpses). - Self-hybrid player characters can't apply tools or zap wands on turns divisible by 3, and will not see monsters via warning, telepathy etc. on such turns either. 2.2.2 - April 2018 - Fixed a bug where certain rings were chargeable even though their charge had no effect. - Some dungeon branches, especially the subquest but also Gehennom and the Yendorian Tower, will provide less loot. - The turn undead technique is now less effective and has a timeout. #turn will no longer work, but give a message to use the technique instead. - Fixed a SLASH'EM bug that caused double lightsabers to not deactivate properly if you switched to a different weapon while both blades were lit. - Fixed an oversight that caused monsters' ranged attacks to never hit the player if the player was wielding a lit lightsaber. - Regrouped bones files since the previous method of changing their file names didn't work. Dungeon branches with similar difficulty levels now share bones files because sadly, there is a limit of 26 different bones characters. - In evilvariant mode, the game will not tell the player what item got stolen by a nymph. - Fixed a couple errors that allowed the player's maximum HP to be set to zero. - Armor pieces will now tell the player what slot they use when accessing their description. - Spirit bomb technique's damage scales better with higher technique levels. - When the player gets the chance to break an enemy's weapon, the game will now tell the player what the weapon is before asking if they really want to break it. - Added extrainfo to display the player's in-game location in the dgamelaunch watch menu. - Made the heavy machine gun two-handed again; a previously introduced bug had made it one-handed. - Improved materialglyph formatting. - Fixed a segfault when a ridden steed engulfs a monster. - Added some fields to the whereis file. - Fixed a bug where a player wearing cone heels would sometimes take no damage from a monster attack. - The Unix Makefile should compile the game with debug symbols by default again. - Fixed SIGFPE crashes when removing an implant set the player's max HP to zero. - The CSPRNG had to be disabled for now because it was causing unbearable amounts of lag. - Added more ways in which skills can be untrainable, and fixed the logic in the random selection code. - Aggravate monster works differently now depending on whether the player has it intrinsically, extrinsically or both. The extrinsic has more detrimental effects. - New option "eatingconfirm" that gives a y/n prompt when trying to eat a non-comestible, to make it less likely for the player to accidentally eat their weapon when polymorphed into e.g. a metallivore. - The castle and Sokoban have fake engravings in certain places now. - Restoring a game in curses mode while hallucinating should no longer corrupt the save. - Feeling like a new man can re-initialize intelligence and wisdom. - Made it less likely for buffer overruns to occur when the bones file ID is checked. - Added a new possible pentagram effect that can remove intrinsic aggravate monster. 2.2.1 - April 2018 - Implants skill can allow the player to take off items from underneath cursed other items, with the skill level determining what can and can't be removed. - Changes to evilvariant mode: player cannot engrave while being held by a monster, reading scrolls with low intelligence can occasionally give the confused effect, falling asleep causes the player to slap to the floor and lose a few HP, and zapping a wand doesn't work if the player's hands are unusable. - Fixed an old segfault with roles that get random pantheons, which was introduced accidentally when the Medium role was added. - Ragnarok can instakill the player and/or pets in evilvariant mode. - Fixed the buffer overrun that could happen if the player accesses the pokedex on a very large terminal. The entries might look weird now due to the new way of formatting, though. - Added lightsaber forms as new skills. 2.2.0 - April 2018 - Early dungeon levels occasionally have additional chests placed randomly. - Being engulfed in evilvariant mode can confuse the player. - Gods in evilvariant mode are harder to mollify the angrier they are. - Adding hybrid races to the player character no longer reduces stats or HP/Pw growth. - Improved dumplog handling when the player has a lot of spells memorized. - Fixed a segfault that could happen when a player monster with a long rank title was made on the Astral Plane. - The RNG should now be cryptographically secure when playing on a public server. - Skills that the player is restricted in cannot be trained by potions of training and similar effects. 2.1.9 - April 2018 - Artifact gifts are livelogged. - The recover tool should now be able to correctly handle the increased amount of dungeon levels in the game. - Added the dungeon overview to the dumplog. - When amnesia or similar effects re-randomize objects, the game should now correctly change the player's extrinsics if a worn item's random enchantment changes. - Traps generate less often on the first two levels of the Dungeons of Doom. - The actual level of randomly generated monsters is lower on average. - Monsters' ranged weapons deal less damage to the player now. They also get lower multishot bonuses on average. - Long worms have a significantly lower chance of dropping a worm tooth now. - The searching skill works better now by giving bigger boosts to the chance of finding something. - Removed the possibility of saving a buglog when obfree() was called on a non-empty container, because it was causing lots of issues and had no actual benefit. - Monsters in special rooms can occasionally be peaceful now. - Toned down the chance of getting extra hard levels in Gehennom. - Monster groups are smaller on average. - Density of special rooms in rooms-and-corridors levels reduced, especially for Gehennom. - Added the WHEREIS compile flag that can allow the player to create whereis files, which can then be queried in IRC for public servers to get information about a player's whereabouts. - The livelog can report trophies now. - If the player resists a nymph's attempt to steal a worn item or artifact, the player can now opt to have the item get stolen anyway. - Magic portals on the Subquest and Yendorian Tower don't always work. - Added messages about contamination to warn the player that it can kill them. - The missingno and segfaulter races no longer crash. Segfaulter gives fake segfault messages instead and kills the player character. - Fixed an error that could cause garbage strings to screw up Unix terminals. - The mystic role starts with a random implant. - Added boss monsters, artifacts and other stuff to the new dungeon branches. - Higher charisma affects the chances of taming a pet and the resistance of pets to untaming effects. - Added more possible contents for randomly generated tins. - Spellcaster monsters whose spell "attacks" use non-standard damage types can actually use them against the player now. - Increased the maximum permissible amount of skill advancements to make sure there's no errors when the player has enhanced a lot of skills. - If the player loses skill points in evil variant mode, the loss can be permanent. - Added more effects when eating gray stones. - New birth option "supergmmode" that allows every watcher to generate monsters via sending mail with "genesis monstername" (replace "monstername" with the name of an actually existing monster species). - New option "graffitihilite" that will highlight engravings on the floor, defaults to on. - Changed the color of branch staircases to pink. - Fixed errors where blindness or wounded legs would sometimes never wear off. - Tried to make sure every special level can be completed without having to squeeze through diagonal gaps, and without needing to teleport or wallwalk, because the game should be winnable for sokosolver lostsouls too. - Shopkeeper weapon-works/appraisal services can be used on iron balls, chains and gems now. - Reduced the amount of items the player gets, especially later in the game. 2.1.8 - March 2018 - When ash and farmland burn up, they usually turn into regular floor now; they only rarely become ash. Also, rain clouds can be boiled with fire, turning them into normal clouds. - Randomly generated items may occasionally be erosionproof and/or eroded. - Crypt, trouble zone and feminism rooms will now often spawn with a container. - Graves have the "saved by the bell" inscription much less often. - Monsters have death drops less often, and the player also generally receives less items as the game goes on. - Monster respawn speeds up a bit more slowly and reaches a lower maximum value. However, once the player has fully imbued the Amulet of Yendor, the old (higher) maximum will be used from that point on. - The first major oracle consultation increases the player's intelligence and wisdom by one. - Removed a pager.c random message that was suspected of screwing up terminal sessions. - Many prompts are now harder to accidentally skip: some y/n prompts now require a full "yes", directional and item selection prompts allow the player to retry when dismissed via the space bar, etc. - Triggering a level teleporter in evilvariant mode now blinds the player. - Player characters that always recognize BUC of items can now train spirituality by identifying unknown item types or buying protection. Using turn undead can train spirituality for all non-chaotic characters if it outright kills an undead creature. - High heels do extra damage to monsters with tentacle attacks. - When the dazzle technique fails to make contact with any monster, it still gets a timeout and uses up a turn. - Fixed the vanilla 3.4.3 bug that caused level drain to not reduce the player's polymorphed HP even though gaining levels correctly increased them. - In evil variant mode, door explosions will burn the player's items. - Gang scholar gods are less likely to fix troubles when they are angry, or when the player's alignment/luck are negative. Also, stoning and sliming are less likely to be cured. - Ghosts (the plain "ghost" monster, because it can be infinitely farmed in haunted temples) no longer have death drops. - Addict race starts with 25 in all stats (the non-strength ones used to start at 125). - The mysterious force exists again when playing in evilvariant mode. - Added a wallglyph option that, when turned off, makes solid rock not shown as # anymore. - Playing on a public server during June will tell the player about options that are incompatible with the tournament. - When applying a stack of grenades, only one grenade is armed now. - Added a materialglyph option that causes items to display their material. - Added sit messages for more types of furniture. - If a monster throws a potion of radium, cyanide or urine at the player, the status line correctly updates now. - Item selection menus allow the player to select unidentified items specifically. Also, many of the options are now inaccessible while hallucinating because that was leaking info. - If the player kicks a tree that has already tried to drop fruit, a message is given telling them that there's no fruit on the tree. - Fixed a loophole/message bug with repeatedly dropping and picking back up certain macguffins. - Nerfed some overcrowded dungeon levels and special rooms to make them less unplayable (they just had too many monsters and/or annoying terrain). - Some spells now deal less damage to the player's maximum HP/Pw when cast. - The Bell Caves as well as the three branches from the Yendorian Tower cause relocatitis now, so if the initial relocation causes the player to spawn in a place from where there's no escape (think sokosolver nastinator with intrinsic anti-teleportation), the game doesn't become unwinnable. Also, there's a general 1 in 10000 chance of spontaneous relocation unless the player is on the planes, which allows the player to choose whether they really want to be relocated. - The message about the number pad is controlled by the numpadmessage option now. Also, the game will now ask the player whether they want to enable/disable the number pad. - Added a bunch of new intrinsics, techniques and skills, and the all-new "implants" item slot that counts as an accessory. - When the player's starting weapon skills start out good enough, the disarm technique will be known from the start. - In wonderland mode, the player will be instantly teleported out of the elder priest's temple if the game somehow spawns the player inside. - On the Nightmare's Gauntlet level, if the player somehow ends up to the west of the artifact door where they would be unable to unlock it since the key is on the other side, the door will automatically unlock. - The player can decide whether they want to be homosexual when they encounter a foocubus for the first time. - Monsters rattling their bones have a hallucination message. - Added a bunch of dungeon branches to the main Dungeons of Doom and Gehennom. - Bones files are named differently now, which allows them to work on all newly added subdungeons. 2.1.7 - February 2018 - Reduced the generation chance of cursed graves and their rate of undead creation. Also reduced the amount of monsters seeded on certain terrain types. - Fixed a bug that got introduced earlier, which caused cockatrice eggs thrown by the player to crash. - Reduced the amount of kelp frond being generated on watery levels. - Trying to use a pick-axe while stuck in a web and failing will now force a --More-- unless the corresponding option was turned off. - Monster-versus-monster passive rust attacks are limited to actual passive attacks; a pet attacking a gray ooze should no longer result in the pet's weapon being rusted, since the gray ooze's rusting attack is a bite attack and not a passive attack. - If the player can swim, they can now pick up items from the water even while flying. - Hostile giants will no longer pick up statues. - Eating a luckstone can change the player's luck, depending on the stone's BUC. Eating a shimmering dragon can give or remove a random intrinsic. - If the player's unicorn horn skill goes up, the horn effectively acts like it had an extra +1 per skill point, and also becomes less likely to turn to dust. - Amulets can be pseudo-identified by dropping them down a toilet. Every amulet has its own unique message. However, the amulet can be cursed or rusted, or it can also be consumed, in which case monsters will be summoned. - Sacrificing a high-value corpse has a much higher chance of the gods giving an artifact gift. - If the player is confused or stunned, and not playing a race that gets those status effects permanently, there is a chance of falling down stairs. - Being hit by an archon's blindness gaze gives a special message while hallucinating. - In evil variant mode, if a bag of holding or digestion deletes items, the player will not be told which items have been deleted. - Added a special message if the player starts or restores a game while hallucinating during a full moon. - Priests can train the spirituality skill 5 times faster. - Applying a cursed tin whistle on a town level will anger the watchmen. - Monsters are much better at avoiding traps, particularly holes in Sokoban. - Added some more ways for the elder priest to become covetous. - Droven bolts no longer weigh a whole weight unit. - Fixed (hopefully) some badly defined regions on the elder priest level that could cause the player or downstairs to spawn inside the temple. - Reading a scroll of punishment while confused angers the gods, or mollifies them if the scroll was blessed. - Cursed evil artifacts are very hard to destroy. Also, fixed an error where eternium or sticky cursed items could still sometimes be destroyed by rust. - Erosionproof items have a chance to resist disintegration or destroy armor. - If you try to create a potion or write a scroll that you have identified earlier, the game now tells you the cost and then asks whether you really want to create it. Also, it is no longer possible to have the game leak information about unidentified scrolls by using a marker that has just barely less than twice the required amount of ink. - Cannibalism in evilvariant mode will increase god anger. - Door and container traps in evilvariant mode will always surround the player with invisible traps. - If the player uses create familiar while hallucinating, there is an extra message displayed. - The elder priest now takes lots of extra damage when the player uses high heels on him. - Fixed an error that caused quiz traps to occasionally display non-rumors as questions, where the player could only guess what the right answer is. - Fixed an oversight that caused super stealth ants to not spawn invisible. - The room-joining code can now dig paths through edge tiles too. - Shop walls can no longer be razed by panic digging, wands of opening, confused scrolls of lockout, tunnelization spells or ragnarok. - Spellbook descriptions include the level of the spell. - The appraisal service offered by shopkeepers will now identify the enchantment value of weapons. - Fixed an exploit in wonderland mode that allowed the player to get the Amulet of Yendor without having to do the invocation ritual. - Added flavor messages for the Gang Scholar role. - Added special levels for the Dungeons of Doom and Gehennom. - Halved the chance for listener race player characters to find random artifacts. - Monsters with paralysis attacks have free action. 2.1.6 - February 2018 - Closed drawbridges no longer erroneously display "grayout" when farlooked. - Walls don't randomly spawn in undiggable locations to prevent the game from becoming nearly unwinnable. - Added lairs for 12 of the new demon lords. - Fixed a bug introduced by an earlier commit that caused the game to segfault when the player used unarmed combat. - Saddles of ridden steeds are now much less likely to be stolen by hostile item-stealers. - Fixed a panic that could occur when an immunizer character enters a new dungeon level. - All temple priests are elder priests in evil variant mode. Also added some wand destruction patch stuff to evil variant mode. - Wand recharging has been improved to reflect the new maximum # of charges that the wands can have upon generation. - Added new playable races: aggravator, evilvariant, felid, levelscaler, listener, salamander, shoe. 2.1.5 - January 2018 - The gang scholar role can have various negative status effects randomly fixed by their deity while not in Gehennom. - If the elder priest's tentacle attack destroys one of the player's pieces of equipment, he will mock the player with a scornful message. - If the player is wielding a quarterstaff, the penalties for wearing metallic equipment are reduced, making spells easier to cast. - Added some negative results when the player quaffs from a fountain, and a few less harmful (but still bad) ones when dipping stuff in a fountain. - If an artifact is generated, there is now a 1% chance that the artifact does not count as "already generated", meaning another copy of it can be found or wished for in the same game. - The random chance of "feeling like a new man" when polymorphing has been reduced. - When playing as the snail race, potions of salt water are very dangerous and can also be thrown by monsters. - Implemented the sporkhack room joining code for rooms-and-corridors levels, which can occasionally generate levels that look a little different. - Made shops more common. - Random engravings on dungeon levels aren't always graffiti but can also be dust engravings or burned ones. - Randomly generated wands have a higher average amount of charges in them. - Some changes to ranged weapon generation and ammo mulch rates to make the player less likely to run out of ammo. - The nuclear chamber special room has a lower density of styx rivers and contamination traps. - Fixed errors with weapon attacks: Martial arts really doesn't work if the player triggered the trap that prevents skills from working, bashing with launchers or polearms no longer does excessive amounts of damage, and throwing arrows/bullets/etc. without wielding the corresponding launcher gives a message telling the player about it. 2.1.4 - January 2018 - Added a few special levels for Sheol and some Jubilex lairs. 2.1.3 - January 2018 - Telekinesis can no longer be used on items inside shops. This prevents a potential segfault from occurring because I don't know how to fix the segfault itself. - Fixed an error where failed artifact wishes would sometimes allow you to try to wish for something again. - Fixed a segfault that would happen when the player entered a quest filler level while under the effect of recursion. In the case of permanent recursion those levels would become permanently inaccessible due to the bug! - Fixed an error that caused the conduct encoding in the record file to interact incorrectly with the added "prayerless" conduct. - Fixed erroneous stats of "Bitchy Lara's hugging boot" and "Bitchy Lara's block-heeled boot" monsters. - When the Bell of Opening is imbued, monsters are spawned around the exit of the Bell Caves and will try to prevent the player from getting out. Since the player cannot level/branchport while in the Bell Caves, combat with those monsters is very hard to avoid. - The player can play in wonderland mode via OPTIONS=wonderland now. This puts the player on level 1 of the Yendorian Tower, disables level/branchporting, and the goal is to get to the portal on level 100. If the player manages to do that, they are teleported to level 1 of the Dungeons of Doom and levelporting becomes possible again. - There is an elder priest on the topmost Yendorian Tower level now. He is by far the most dangerous monster in the game with bisection, decapitation, ragnarok and data delete melee attacks, and of course he can tentacle to tentacle you and cast spells and stuff. He holds a unique artifact that cannot be wished for: a robe that conveys magic resistance, reflection, +5 increase damage and accuracy, and 20% better spellcasting success chances when worn. Oh, and he resurrects a few turns after being killed and eating his corpse is instantly fatal. 2.1.2 - December 2017 - Rain clouds no longer are valid teleport destinations. - The displacement property allows the player to displace peaceful monsters. Shopkeepers and temple priests are exempt. - Chatting to a priest and receiving zorkmids for an ale will say "bitcoins" while hallucinating. - The player's intelligence now slightly increases carry capacity. This increase is not subject to monster weight calculations when the player is polymorphed, making it especially useful when the player polymorphs into a very small monster. - Items can now have a "sticky curse", or get one when they become cursed. An item that has this type of curse cannot be stolen by nymphs, cannot be destroyed by rust or other types of erosion, and will never come off when the player polymorphs. Scrolls of remove curse and holy water can still uncurse such items, and if successful, will also remove the sticky curse. - The game no longer tries to delete armed grenades. This might fix a double free or corruption bug. - When the player loses wisdom due to contamination, the game now actually says that wisdom has been lost, and the status line correctly updates to reflect the player's reduced wisdom. - Fixed a bug that prevented the Catherine's Sexuality artifact cloak from instakilling you. - Reduced the odds that a random gem is a "nasty gray stone". - Silenced the level compiler warning about monsters/traps/items being in walls, as these are not level design errors, but intended behavior. They work just fine when they're placed in walls. - The sustainer race is highly resistant to wisdom loss from contamination. - Dropping an item on an altar of Moloch can occasionally curse it if its BUC status was not known. - Fixed the exploit where genociding oneself could make monsters stop attacking. - Hydra bows and wildhild bows are two-handed now. - Elemental mages can only use their dragon transformation once in a while. - When in a form that can ooze under doors, the player can now actually do so as long as the total weight of all items is below a certain threshold. - Cleansing bought from aligned priests no longer instantly removes all negative alignment. - The horn horse actually has a horn now. - If you talk to the quest leader after permanently converting yourself, the leader and guardians can become hostile. - Fixed an oversight that caused some of the new terrain types to not update on the screen when they changed into different terrains. - Fixed a potential segfault when encountering a bones level on which the previous player has died with a wielded, lit lightsaber. - Traps are more common when the player gets deeper down in the dungeon. - The Bell of Opening has to be imbued in the Bell Caves, which is accessed by finding a portal on the Quest that leads to the Subquest, and finding the downstair to the Bell Caves there. Without imbuing it, none of the invocation tools work, so this is a mandatory step to complete the game. Also, the Amulet of Yendor has to be imbued by visiting three one-level branches in the Yendorian Tower, which is accessed by finding a portal on Moloch's Sanctum. As long as the Amulet is not fully imbued, ascension is impossible. - Hangup penalties are put in a define; the game now tracks how many times the player hangs up, but unless HANGUPPENALTY is enabled (it defaults to off), the only thing that happens upon hanging up is a few turns of paralysis. Hanging up at a pending instadeath like "You die from your illness" still greets you with a DYWYPI instadeath upon restoring, of course. - Fixed the character selection prompt for the curses interface (thanks FIQ). - Tweaked the numbers for aggravate monster, kops being summoned by shoplifting etc. to make the game less insanely difficult. - Dungeon size increased. The main dungeon is 100 levels in length now, and the total amount of levels in the dungeon will be bigger than the 127 limit. 2.1.1 - November 2017 - Greatly reduced the rate at which kop cubes and boss spawners will spawn new stuff. - Improved some to-hit calculations to make the game easier. - Some improvements to the curses interface in an attempt to make the HUD no longer inferior to tty mode. - Fixed the bug where the starlit sky trap would fail to obscure the identities of minions and priests. - Fixed a long-standing bug where certain quest artifacts could generate randomly or be given as gifts. - Ether equipment contamination rate reduced greatly. - Fix several errors with the cursed curses interface. - Lethe attacks can now turn the player's magical items into mundane ones. Also, the data delete attack that disenchants the player's inventory can affect items that are already at -1 or worse now. - The artifact potion of water correctly blesses itself upon being picked up now. - Tried for the umpteenth time to fix the savegame error; this time it apparently occured in obstructedX() for some reason... - Fixed a bug where applying a tool could occasionally segfault the game. - Added another possible data delete effect, which curses and disenchants the player's entire inventory. - Controlled levelporting does not work in the quest. If the player levelports in the quest, it will always be uncontrolled. - Fixed a bug where the deafness trap would never time out correctly. The player would no longer be under the trap's effect, but sound effects would still not display because the flags.soundok flag was never set to 1 again! - Hitting spacebar or otherwise a wrong key at the spell direction prompt will never direct the spell at the player themselves, even if that was the previously used direction; in such a case it will zap the spell in a random direction now. Also, self-zapping with finger of death is no longer an instadeath if the player is magic resistant; it reduces d20 max HP instead. 2.1.0 - October 2017 - Falling into lava without fire resistance is not an instakill anymore unless the player has very few max HP; otherwise, it will now reduce the max by half and put the player into lava, which is a delayed instadeath. - When under the effect of the auto destruct trap, the player can now successfully read spellbooks or dig with a pick-axe. - Some cloned quest levels (e.g. the Rogue quest goal level) could make the game almost impossible to win when they spawned in the regular dungeon; think sokosolver lostsoul, who cannot levelport past the level in question but also cannot phase through walls even when polymorphing into a form that can. Made sure all areas on those levels can be reached by walking. - Added a M5_EVIL flag, and classified some monsters as such. Variant rooms can sometimes be filled with only monsters that have this flag. - Chatting to a nurse with enough money offers a decontamination service. - Valkyries can always throw Mjollnir, regardless of strength. - The menu_glyphs option works on Windows now. - Thoroughly eroded ranged weapons will always break when thrown. - Searching while blind will not fail to search every square when one of the squares contains a monster. - Fixed a bug where monsters would throw cockatrice eggs at a player who was already turning to stone. - Added a data delete attack that does very evil things if the player gets hit with it. - Any square on a newly-generated dungeon level has a minuscule chance of containing a trap. - Added new roles: Feminist, Nuclear Physicist, Tracer, Form Changer and Gang Scholar. - Added a missile weapons skill, a new technique (decontamination) and a new intrinsic (contamination resistance). - Prostitute and kurwa roles have a chance to not be paralyzed by a claw attack. The chance of chain-paralysis when already paralyzed has been reduced in particular. - Added new item materials: ether, eternium and brick. 2.0.9 - September 2017 - Added anoter possible negative effect to fountain quaffing. - A player standing on a crystal water tile was able to quaff from it, which was not intended. Fixed. - Hostile werecreatures have a chance of summoning more monsters in a single summon. - Fixed an oversight that prevented switching from wizard to explore mode more than once. - The zombieman has a much lower chance of starting with the stronger energy gun ammos, which is supposed to make the doomed barracks special room less deadly for a low-level player. - Changed monster population formula for special rooms, which should randomize their "filled-ness" more than before. Also toned down the amount of monsters in certain types of rooms, especially the otherwise far too dangerous void room. - Pseudo objects, used for e.g. hallucination and spellcasting, can no longer be artifacts, and if they become fake artifacts they won't increase the fake artifact counter. - Fixed an error introduced by an earlier commit which made it possible to tame any domestic monster with any type of food. - If a pet is leashed or the player has recently used a tin whistle, the "tracking code" will be disabled. This makes the pet follow more closely, but can cause it to get stuck in a U-turn. - Changed regions in some special levels, which enables them to be filled with monsters in ironman mode. This causes a few issues on certain levels, most prominently a "Cannot place branch!" error; the way the game originally handled this was very stupid, because it entered an infinite loop. 0/10, vanilla devteam. Sorry. Anyway, I changed it so it simply forces the branch to be placed anyway, and since this can cause magic portals to appear in a wall, I added extra code to transform the terrain underneath a generated magic portal to a walkable one (water still counts as walkable, so ad aquarium vaults should work like they used to). - Migohives now have a chance of spawning a wider variety of migos, including the "gomi" monsters from dnethack. - Monsters that use the MS_BONES sound, e.g. skeletons, can now rattle while near the player. Unless the player makes a saving throw based on magic cancellation, this will cause 2 turns of paralysis. - Fixed a bug where "hmnen" levels could never be generated due to a typo. - If a rooms-and-corridors level is generated in Gehennom, there is a higher than usual chance of it containing special rooms. - The Gehennom trophy can only be gotten by entering through the front entrance, which is the downstair on the Valley of the Dead. - If you die with 0 points, the game will call you a noob. - Fixed a bug where it was impossible to pick up an object on a crystal water tile. Also, it should no longer be possible to dip items into crystal water that you shouldn't be able to reach. - Levitator race player characters will pick up an entire stack of objects now if they use one of their tools or the telekinesis techniques. - The nopet option is ignored if the player uses the Kurwa role; they will start with a pet regardless of the option setting now. - Monsters in doomed barracks generate with less ammo. - The water bolt spell is now level 6 instead of 1, considering how powerful it is. - Tried again to fix the bug where tools being destroyed on use (e.g. unicorn horns randomly vanishing, but also the vanilla behavior of cursed crystal balls exploding) could produce a segfault because somehow arti_speaks was called even though it should not. However, I fear the bug may still exist... - Added GM mode (Game Master mode), which is turned on with the OPTIONS=gmmode line in the options file. It allows me (Amy) to send mail to the player to spawn monsters. Also added a gmmessage option that defaults to on; if turned off, the player will not be told which monsters I'm spawning. - Fixed the bug where once the player's Vorpal Blade decapitates a monster, it could then be thrown to automatically decapitate monsters as long as no further melee attacks are used. 2.0.8 - September 2017 - Fixed a panic bug when trying to light a stack of cursed torches (bug present in SLASH'EM too). 2.0.7 - September 2017 - Fixed the long-standing bug where hallucinated appearances for tools would cause obj_is_local segfault panics (corrupting the savegame beyond repair) when the temporary hallucinated tool was a container that contained a timed object (e.g. an egg). This bug exists in SLASH'EM too. - Added missing descriptions for some new monster traits that were added in previous versions. - Shoplifting can increase the cop wanted level by an amount relative to how much the stolen merchandise cost. - Fixed a segfault when eating a tin of black hole blob. - Crystal water uses the correct glyph in DECgraphics mode now. - Ctrl-P at a prompt really doesn't work while under certain nasty trap effects (it used to be possible to circumvent those trap effects to a certain degree!). - Unicorn horns fix status effects first, and only if there are none that can be fixed, it will try to fix lost attribute points. - Bundle monsters should have specific melee attack messages, but I found out they aren't being displayed since the attack types don't match. Maybe I'll add them later. - Switched to a different method of determining the message on a t-shirt, making them truly random. This is done by adding an extra variable to items, hence the savebreak. Any item that gets generated will have this variable set to a random number, but for now it's only relevant for shirts. 2.0.6 - September 2017 - Hanging up at a pending instadeath but before the game actually declares the player dead will instakill the player upon restoring. - The #explore command can be used in wizard mode to switch to explore mode. - Angel race characters with negative alignment record have aggravate monster. 2.0.5 - September 2017 - Fixed the "drop 0 gold pieces" segfault. - Pets whose base level is 50 or higher, as well as those generated by jonadab's random monster perlscript, have an increased chance of turning traitor. Also, pets that turn traitor can now be frenzied sometimes. - Fixed a bug where the addition of new terrain types caused certain interface screw traps to no longer work correctly. - Fixed a bug where decontamination was too easy. - Allow players wearing ski heels or certain artifacts to walk on snow more quickly. - Dipping the book of the dead in lava doesn't erroneously say "the book burns up" when it really doesn't. - Shoplifting or having a high sin counter can give a cop wanted level, which repeatedly causes kops to respawn for a while. - Firing a bow, crossbow or sling at point blank is ineffective and does less damage than it would if the monster were standing farther away. - Pets eating corpses or non-comestible food gain less nutrition than previously. - Attacking a monster with the flickerer egotype using something that does no damage gives better messages, since players used to not realize they were doing no damage. - Ranged weapons were nerfed in a number of ways, including a lowered chance to hit if the target is standing far away, a reduction of the damage bonuses given to the individual ammos, and allowing certain monsters (most notably ghosts, but also amorphous ones) to avoid projectiles with a certain chance. Firearms are exempt from most of those nerfs. - When the player is on Fort Ludios, the dungeon depth is displayed. - Certain actions that summon kops will now spawn kop cubes too. - Dipping spellbooks into lava will burn them away completely. - Finished functionality for the new special rooms and terrain types. 2.0.4 - August 2017 - Improved the handling of the obj_is_local error. The underlying cause was not found, but the odds of producing a corrupted savegame should be lower now. - Added many new terrain types, dungeon features and special rooms that can be randomly generated over the course of the game. - Better display of the gamemode string in the xlogfile entry. - The message suppression trap suppresses any and all --More-- prompts as well. - The previous message command cannot be used to "cheat" past certain interface screw trap effects. - The #overview command does not work at all while the display loss trap is in effect. - Stairdancing is limited: now, there's a chance that the player cannot use staircases for a couple of turns after taking one, forcing them to fight whichever monsters they were trying to cheese. Magic portals are also affected for the same reason. - Monster-versus-monster calming attacks are no longer guaranteed to calm the defending monster. 2.0.3 - August 2017 - Fixed an error in the handling of the obj_is_local crash where the game would fail to save data to the savegame, corrupting it in the process. - The summon undead spell no longer produces tame undead, and the command undead spell can sometimes create traps on the current dungeon level as a negative side effect, plus monsters are more resistant to the effect and can occasionally be frenzied instead. - Items can be dipped into lava. - Slightly improved player's melee to-hit rating, nerfed ranged weapon to-hit rating to be closer to the new melee values, and there's a 5% chance of a monster's AC being halved for any particular AC check, making them a little bit easier to hit (AC -30 monsters should not be completely impossible to hit unless you have uber items and stats). - Contamination effects on HP/Pw regeneration depend on how contaminated you are. - Added a couple of monster attacks, and the contamination effect that works similar to weeping angels from dnethack: it gradually saps the player's wisdom in a way that cannot be restored. 2.0.2 - August 2017 - Added a STUPIDRANDOMMONSTERBUG compile flag that is not defined by default, but can be turned on in case seemingly random things (e.g. monsters hitting with a poisoned attack) are causing the game to crash (seems to happen on certain Unices). It should *only* be turned on if those crashes are actually happening, since it turns off the randomized names of certain monsters. - Tried to fix the scroll of copying segfault that happens on public servers, not sure if it works now. - Monsters associated with brains can give +INT when eaten. - Protection from shape changers works better and should not make 50% of all werefoo unkillable anymore. - Monsters with M2_DOMESTIC or M3_PETTY flags are tameable, even if they'd otherwise be resistant to taming (e.g. due to being in the @ monster class). - Increased the prices for certain magical types of shields. - Angering the watchmen in town levels summons Keystone Kops. - The "lag defense tower" monster causes artificial lag. - Monsters with ranged attacks will not breathe while the player is in a wall, and if they fire a projectile it can now hit the player instead of stopping on the empty square in front of the wall. - Chest and door traps can sometimes surround the player with more traps. - Turning off the sparkle option no longer disables the lag trap's artificial lag effect. - Overhauled the shop maze level by making sure all the shops can be reached without teleportation or digging. - Cursed invocation tools still have a chance of working correctly on the vibrating square. - Stoning and sliming should always give a message when they start. - Hallucination provides 90% chance of not turning to stone when the player otherwise would. - Fixed a bug where bumping into a door while under the hyperbluewall trap effect didn't damage the player. - Scrolls, potions and spellbooks can train the device skill, and the latter benefit from it as well. - Fixed a bug where monsters with litter gazes could affect the player even while not seen. - Controlled lycanthropy prompts require a full yes/no answer. - Using #technique while on the vibrating square gives a special message. This is meant as a way to find the vibrating square while under the effect of multiple interface screw trap effects, which is not all that likely but in the case that it does happen, the game should not be unwinnable by insanity. - Certain traps that were supposed to be always visible were not. Fixed. - Prevent an infinite loop if the game tries to spawn a monster on a level filled completely with monsters, by having it abort and print an error message if no suitable position was found after 100000 tries. - Occasionally, newly spawned monsters might be in the player's field of view now even if positions outside of the player's LOS were available. - Circumvent monsndx panic error by having the game default to spawning a PM_HUMAN. 2.0.1 - July 2017 - Set the default value for the popup_dialog option to true. - Set the default interface to tty if both tty and curses are available. - Fake artifacts are resistant to bad polymorphs and nymphs' item-stealing attacks. - Armors with enchantment properties will not be deleted if they are a part of a monster's starting inventory and the monster is killed. - Cancelled gremlins once again cannot steal intrinsics from the player. - Increased the spawn chances for the different types of candles, and placed a bunch of various candles on Vlad's tower. - Fixed the bug where the mail daemon would deliver gold pieces for minimalist race players. - While standing on a pit but not actually trapped in it, the > key allows the player to descend into the pit. - Quitting or escaping the dungeon early on prevents the game from getting on the high-score list. - Quaffing lethe water now causes amnesia. - Increased the starting HP for the erdrick role. - Rodney's tower and the fake towers now spawn with random special rooms. - Fungus farms and lemure pits spawn a wider range of monster types. - Artifacts (both real and fake) never resist identification attempts, and are never deleted when they were in a monster's starting inventory. If a weapon or armor is randomly generated with a nonzero enchantment value, there's a significant chance that it gets made into a fake artifact. - Implemented the #annotate and #overview commands. - Using : while standing on a throne or altar tells the player how to interact with these dungeon features. - Lightsabers can #force in > direction while lit to dig a hole. - If the player is polymorphed into or riding a very fast (speed > 24) monster, their actual movement speed will be lower than the monster's nominal speed, depending on the polymorphing/riding skill. - Dipping an item into a toilet can cause the toilet to break. - The prompt when a nymph tries to steal a cursed item requires a yes/no answer. - Failed wishes (usually when the player's luck is negative) can have a variety of nasty effects. - The cmdassist message tells the player how to switch between vikeys and number pad. - If the player reads a scroll of symmetry, the quicktravel command is deactivated. - Changed generation chances for certain weapons, most notably making firearms and their ammo more common, and long swords are no longer more common than short swords. - Fix the segfault caused by cutting a long worm in two when it only had 1 HP or long worms were genocided. - Items whose weight is specified as zero in objects.c weigh 16 times less (they used to weigh a half weight unit). - Prostitutes can have sex with the player, and their maledictions can cause the dim status effect. - Jonadab's Heavyload was incorrectly not flagged as an evil artifact. - The god-o-meter can also work while not blessed. - If an artifact is overenchanted and would normally evaporate, it becomes +0 instead. - Added a bunch of dungeon level variants from GruntHack and NetHack Fourk, and harder versions of the dnethack demon lairs. 2.0.0 - June 2017 - A player character causing conflict will be significantly more likely to get hit by monster attacks, which has the effect of changing it from its previous "generally a boon, unless you have pets" implementation to the two-edged sword it should always have been. - Blessed scrolls of remove curse are no longer guaranteed to uncurse everything in the player's main inventory; non-equipped items have a chance to resist. Also, full-inventory identify effects have lower odds per item to reveal stuff. - Casting the air current spell gives a luck penalty if done in Sokoban. - Reduced speed of the Deadly Sins to 11, and prevented them from leaving death drops to make them harder to farm in case anyone is lame enough to actually attempt that. - Fixed an error where certain nasty traps were behaving incorrectly with the curses interface. - Fixed a fatal error where branch staircases or magic portals could fail to be placed if the game tried to make them on a terrain type that wasn't open floor. - Blind monsters, which were supposed to be immune to conflict, would still wander randomly (as opposed to making a beeline to the player character to attack) when a player was causing conflict. This has been corrected. - Improved the nexus field, tunnelization, grow trees and geolysis spells. - Fawn, satre and sticker race player characters will train the device skill more quickly than others. - Stepping on the vibrating square will light it, and the status message will tell the player they're standing on it. - Added a message when the player zaps a wand of inertia control. - If the player has the petkeeping skill, it's possible to take pets along to other levels even if they're not adjacent. The higher the skill, the greater the radius. And because skills shouldn't ever have drawbacks when increased, there is a y/n prompt so the player won't have to go out of their way to ditch unwanted pets while having high skill levels. - The sudden/unfair attack traps were doing nothing due to an oversight, which has been fixed. - Paralysis is shown in the bottom status line. - Blessed destroy armor scrolls prompt the player to choose the item that can be destroyed. - Sink quaffing could cause error messages if the effect was a random potion and the game failed to make one. - Nurse halls and beehives spawn a greater variety of monsters. - Fixed the autoopendoors patch not interacting correctly with certain nasty traps. - The polyinitor race has a better chance of getting a form with weapon attacks. - Special rooms can occasionally be generated with aggravate monster rules, producing monsters that are possibly out of depth. - Terrain-altering scrolls have lesser effects on Sokoban levels, to reduce the odds of the levels becoming nearly impossible to complete. - Hunger level has a lesser effect on attribute training. - Foocubus seduction has a full yes/no prompt; it was too easy to spacebar past it in the heat of combat and give an answer you didn't intend to give. - At this point, the autoopendoors patch was implemented. - Increased the chance of "odd" tension rooms, that is, ones where the monster selection isn't based on a specific glyph but a specific color or other random trait. - Being zapped by a monster's wand of cancellation interrupts the player. - The #invoke command will also suggest fake artifacts as valid choices. - The player's summoning spells (create monster, summon undead) don't produce higher level monsters if the player has aggravate monster. - Hostile whores have better to-hit against the player. - Cursed lizards were abusable. Closed the loophole. - Wishing for an object has a small chance of giving the player amnesia. - Added a variety of warning messages in case the player is bashing with a launcher or polearm. - Eating any mimic corpse just causes the player to mimic gold or an orange for a random time. - Very rarely, boss monsters can be generated to "avenge" other monsters the player has killed. - The player cannot easily uncurse their items by using pools of lethe water; they will still unbless items though. - Fixed a ton of stuff to make the curses interface work correctly. Also added a "moreforced" option that can be disabled to turn off any predefined --More-- prompts, and made the brain-ruptured (sorry) tab confirmation in curses mode into a "tabcursesconfirm" option that defaults to off. This is because the message telling the player to press tab will not always be displayed for some reason, and we don't want players to think their game died - default behavior should always be "spacebar clears away any and all messages"! - The curses interface was added at this point. - Fixed the garbage strings on Unix. The flicker strip trap in particular exposed that they had huge problems. - Fixed a bug where monsters with gaze-based item stealing attacks wouldn't check whether the player can actually see them. - Fixed some artifacts' special attacks never triggering even though they should. - Fixed a formatting error with erosionproof item names. - Greatly reduced the chance of the bell of opening actually opening locked doors and iron chains, since it has many more charges now and we don't want those special effects to be too easily obtainable. - While under the effect of a knowledge trap, the player will no longer get a confirmation when trying to step on a known trap. - No robes will give spellcasting penalties, not even the robe of weakness. - Added the Prostitute and Kurwa roles. 1.9.8 - May 2017 - A player polymorphed into a monster with spellcasting attacks has better spellcasting success chances. - Fixed the bug where triggering a map amnesia trap wouldn't immediately refresh the screen. - Monsters in IVAN vaults always generate with aggravate monster rules. - Demons summoned from same-race sacrificing can be princes now, and have a very minuscule chance of being tame. - Fixed some fallthrough bugs that caused certain characters to have the wrong starting inventory or alignment record. - If a nymph tries to steal the player's weapon and fails, the game correctly says "weapon" now. - Banned grid bug players and players who triggered the bishop trap from using autotravel, since it could be used to bypass the movement restrictions in certain cases. - Fixed an off-by-one error when creating irregular rooms, which would occasionally result in such rooms being generated without walkable floor tiles and causing a panic. - Peacevision highlights monsters with a "peaceful" green color now, as opposed to the hostile-looking orange one we had earlier. - Beefed up skill cap drain and nastiness monster attacks by making their special effects proc more often. - Gave scrolls of root password detection to all the new demon lords. - If the player polymorphs one of the riders, or also if they self-polymorph for any reason, a new rider is generated somewhere on the level. This is because it's possible to get rid of them permanently by turning the polymorphed rider to stone. 1.9.7 - May 2017 - Improved some of the timer-related error messages. - Dipping an item that can rust into a pool of water can result in destroying it if it gets rusty enough. - Fixed a bug where the fast metabolism trap effect could result in the player dying instantly. - Added a "scentful perfume" attack that can be used by monsters. 1.9.5 - May 2017 - If a monster steals an item from the player, there is no longer a random chance of deleting the item. This was meant to be a fix for a segfault but in reality that segfault was caused by hallucinated objects and got fixed in version 2.0.7. Since it was stupid that your gear could just randomly be erased by nymphs, I didn't put this feature back into the game. - Changed some timer-related error messages to reduce the odds of crashing while trying to display the error message. - Added new playable races: destabilizer, green slime, loli and polyinitor. - Wild talents can now learn random techniques when they level up. - Added a new technique: panic digging, which is available to all characters and digs out the eight surrounding squares, for use in situations where there is no way forward and the player has no other means of digging. - Artifacts that do extra damage do random bonus damage now. This includes ones that deal "double damage". 1.9.4 - April 2017 - At the start of the game, some monster traits will be picked that are more common in that particular game. - Deactivated intrinsics were displayed incorrectly in the enlightenment screen. Fixed. - Changed the peacevision highlighting color to green, and made it so that stairs obscured by monsters, traps or other stuff will be highlighted (they used to be highlighted only when obscured by an item). - Fixed a segfault that could occur when engraving with a wand of tele level. - Improved the "ascension kits" given to player monsters on the Astral Plane. They have a good chance of receiving artifact armor now. - Increased the amount of charges for the Bell of Opening. - Map amnesia now periodically redraws the screen. - The YSexymate role starts with a weaker pet now. - The teamsplat cloak now works correctly even if LIVELOGFILE is not defined. - The dumplog file now shows information about the game version. - Fixed a bug where heavy caster cloaks would trash the player's spellcasting chances more than they should. - Low-level characters get a small to-hit bonus to make the early game less deadly. 1.9.3 - March 2017 - Altars no longer disappear randomly when dropping an item whose BUC status is already known. They also don't disappear randomly when dropping potions of water or doing a water prayer. - Fixed the bug where centaur and dryad races didn't get the phase door technique. - Fixed the quirky formula that would increase the Riders' and Seven Deadly Sins' HP when they resurrect. - The mazke and aureal races are weaker if the player's gender is male. - Librarians deal extra damage when bashing with a spellbook, depending on the remaining amount of charges. - The "Greneuvenia's Hug" artifact pair of boots' negative effect can no longer be nullified via MSGTYPE settings. - Some random levels that could appear very early had no guaranteed path between the staircases, this has been corrected since it's stupid if the player has to hope for a random dwarf with a pick-axe to spawn. - Fixed some bug with turbo boots. - Burning fern spores were too strong and therefore got nerfed. - The player can now put on a shirt or torso armor without having to take off other pieces first. It is now also possible to put on gloves or rings while wielding cursed weapons. - When trying to loot something while polymorphed into a form without hands, the player no longer incorrectly gets double the intended risk of a bad effect. - Polymorphing skill allows the player to sometimes keep wearing their stuff even when polymorphing into something that would be unable to wear them. The player can still decide to drop the items anyway. - Improved the algorithm that randomly selects traps. - Murderer role now gets messages upon leveling up. - Tried once again to fix the savegame error. - Improved the algorithm for randomizing the player's starting equipment. - Gremlins no longer leave corpses because farming is just so lame. - Item materials can be randomized at the start of the game. - When using a scroll of proof armor, the proofed piece of armor now shows its erosionproof status. - Fixed the message spam that would occur when using the travelto command. - Albae monsters no longer spawn with bows, because they were too strong. - When the player has aggravate monster, the maximum monster level doesn't get randomly decreased. 1.9.2 - March 2017 - The undefined race no longer has the scrolls of healing, mana etc. replaced with random other scroll types. - Allowed hybrid races to be set directly via the options file. - Taking a staircase can push the player back, especially in conjunction with stair traps, to make it harder to escape them or otherwise do stairdancing. - Free action, like most other resistances do already, now also has a chance to fail. - Fixed a potential segfault that could happen when trying to display the name of the player's deities as a heretic wild talent. 1.9.1 - February 2017 - Fixed a bug that would suppress water/lava paranoid messages when playing as the amnesiac race and cause players to fall in with no warning. - When trying to cast a spell while confused, the player now prints a message to make it clear to the player that they're trying something that is likely to fail. - When walking into a wall, tree, set of iron bars etc., there is now a message. (Players who bitch about that can use MSGTYPE to suppress them.) - Got rid of the mtrapseen field, since it didn't really make sense that if a monster knew about one pit trap, it would mysteriously know about all other pit traps in the entire dungeon. The real reason was that it would cause the variable to overflow due to the large amount of traps in the game, and thus, since it's not really needed due to the aforementioned weirdness, it has been removed; monsters just have a random chance of avoiding traps instead now. 1.9.0 - February 2017 - Monsters affected by certain harmful potions now display messages in the correct order. This doubles as protection against potential segfaults. - Added four new playable roles: Wild Talent, Occult Master, Elementalist, Chaos Sorceror. 1.8.9 - February 2017 - Fixed an oversight that caused restore ability spell failures to not have the intended effect. - Added an extra warning message if a spell known by the player is down to 1% memory, and a message when the spell is completely forgotten. - Replaced the spaghetti function that selects traps for weird-looking rooms with a better function. - Aggravate monster will randomly spawn out of depth monsters around the player, and also allows summoned monsters to be out of depth sometimes. - Fixed a segfault that could occur when changing levels. - Tried to fix a segfault that could happen when loading a bones level on which the previous player had died with a lit lightsaber; it turned out that this commit didn't really fix the core problem. - Added some bullshit for soviet mode. - When playing the inka race, amulets and rings can be taken off normally even when they're made of elasthan, and wands made of it will train the device skill more quickly. - Added a map amnesia attack that monsters can use. - Chaotic minions summoned by angry gods can be any demons, and are no longer limited to the & glyph. - Maledictions uttered by Rodney, angels and the like always have a chance of dimming the player. 1.8.7 - January 2017 - Removed out of depth high priests from certain dungeon levels. - Added the dimness status condition and the peacevision in/extrinsic. - Added a bunch of new materials for items. 1.8.6 - December 2016 - The thunder wave spell no longer erroneously affects all monsters on the current dungeon level, but only the ones next to the player. - Enlightenment shows special game modes like lost soul or hippie. - Fixed an error that could cause vibrating squares to spawn in Sheol. - The penultimate Sheol level was ineligible to leave bones due to a bug, this has been corrected. - All levels on Vlad's tower prevent wallwalking. - Sea elves aren't affected by water turbulences while underwater. - "The Rest of Hypnos" sleep megaspell works correctly now. - Improved the rate at which body armor and general combat skills train. - Added a #twiz command for wizard mode, which sets the timeout on all techniques to zero. - Fixed a bug where stealing a monster's wielded weapon could result in errors. - The #mark command no longer works on unpaid shop items. - Fixed a bug where monsters with passive stealing attacks could cause a segfault if their attack triggered after the monster had already been killed. - Sacrificing a crossaligned unicorn to the own deity now improves maximum alignment record. - Certain techniques that used to have no timeout after using now have one. - Reading a scroll of resistance no longer segfaults. - (Almost) All damage types do something when the attack type is "explosion", and this includes polymorphed players exploding at monsters as well as monsters exploding at other monsters. - In each game, there is one property that the player cannot have at all, one that the player cannot have as an intrinsic, and one that the player cannot have as an extrinsic, selected randomly. 1.8.5 - December 2016 - Fixed an error caused by monsters trying to cast a spell type that has no defined effect. - Clones of the player's nemesis have a much higher chance to spawn randomly. - Added a #mark command that can be used on items to make pets not drop them. - Lowered the effect of constitution on the player's health regeneration rate. - The supermarket cashier role is now good at using tin openers in melee. They also benefit from some of the martial arts techniques. - Added an effect that creates a bad artifact, removes whatever the player is wearing in the slot that will be occupied by it, force-equips the generated bad artifact and curses it. - Tool shopkeepers can now recharge lamps. - The player can cast their role-specific special spell for a lowered mana cost. - Erosionproofing an item now protects it against certain effects on which it had no effect before. - If the player has the two-weapon combat skill, it will always be shown in the list - it used to be not shown if the player was in a form that's not able to use it, which made no sense. - The random chance of equipment dulling and losing enchantment is now lowered if the player improves the relevant skill (general combat for weapons, body armor for armor pieces). - If a demon "casts aspersions on your ancestry", there is now an actual random message, specifically a "your momma" joke, being displayed randomly. - Gray stones and gems can spawn in larger stacks. - If the player applied nail polish and is wearing fingerless gloves, the unarmed damage bonus will apply. - Having a very large amount of luckstones no longer causes the luck stat to overflow. - Greased items will lose their grease when they would have been dulled, and blessed items are less likely to dull. 1.8.3 - November 2016 - Added 26 new playable races. 1.8.2 - November 2016 - A certain maze level had empty rooms where shops should be. Added the shops. - Equipment can "dull" when used often, losing enchantment points. - The haxor race now correctly initializes starting spells based on the player's spellbooks. - When an artifact wish fails, the player now gets a random artifact instead of nothing. - Randomized the way corridors are generated. - Amnesia can no longer be abused to infinitely train the searching skill. - The boomshine artifact now really has the permanent effect when quaffed that it was always supposed to have. - Invisibility and displacement have a lower chance of fooling monsters. - Added three new spell schools: elemental, occult and chaos spells. - In every game, there's a bunch of skills that are harder to train, arbitrarily capped, or impossible to train altogether. 1.8.1 - October 2016 - Applied a couple nerfs to the player's ranged weapons. - Artifact blasts are weaker if the player's experience level is very low, to reduce the risk of dying instantly. - If a polymorphed player lays an egg, there is now a timeout until another egg can be laid. - Recursion immediately re-initializes the player character; it used to require saving and loading. - When the player gets acquirement or skill up effects, there is now a message telling the player that the prompt will loop until a choice is made. - Tried to fix the scroll of copying error (but it still exists). - The gravity beam spell/wand no longer causes error messages when used. - Fixed an error that could cause the vibrating square to not generate. - Lowered the average and maximum amount of stat points that a new character can start the game with. - Added a bunch of new combat skills. - The enrage effect can cause monsters to become frenzied. - Two-weapon combat does more damage but is inaccurate now. - Added code that prevents artifact shirts from being destroyed by bad polymorphs. - Finished implementing the tree kicking nerf. - Nerfed a couple of spells that were too powerful. - Shopkeeper services can run out, and the identify service is no longer guaranteed. Trying to put more than 200 items on the shop bill can now cause the shopkeeper to become hostile. - Reduced the large damage done by orcish spears by one point. - Closed a loophole that allowed the player to ignore captchas by pressing enter. - Sometimes, the game can decide that musable items are less common in any given game. - Some sources of wishes (water demons, djinni, thrones...) are much less likely to give a wish and can give other beneficial effects instead. - Trying to polymorph into an uncommon monster has a chance to fail, depending on how uncommon the monster is. - Hellrider's Saddle actually grants reflection to the steed now. - Reading the Book of the Dead no longer randomly fails. - Monsters using items that summon more monsters will summon less monsters on average. - Reduced the amount of royal jelly found in beehives. 1.8.0 - September 2016 - Made some armors that were supposed to be magical actually be magical. - Added some more dangerous types of curses than can appear on items. - Added a pickup_cursed option that determines whether cursed thrown items can be picked up automatically when walking over them. - Closed a loophole that allowed players to partly circumvent the effect of uninformation traps. - The player cannot name their starting pet "Glorious Dead". - Added some more things that food appraisal warns of. - Closed a loophole where the repair armor spell could be used to repair non-armor items too. 1.7.9 - August 2016 - If the game cannot open a level file, it now tells the player that this is a fatal bug. - Reading a cursed spellbook paralyzes the player for a random duration now. - Shortened the time for which the player will be blinded by lightning. - Closed a loophole that allowed wraith race players to apply tools to wield them without penalty. - The player cannot name a monster "Glorious Dead". - To prevent farming, long worms no longer have death drops. - Fixed the killed monster list display. - Fixed a segfault when the player was wearing korean sandals. - If the player can fly, there is no warning when stepping into a heap of shit because the player won't trigger it anyway. - Soldiers spawn with less rations on average, and there is less food randomly generated in antholes and fungus farms. - Discoveries are written to the dumplog file, and shown when the game ends. - Getting a sacrifice gift artifact can now increase the player's skill cap on an already known skill. - Sickopathy now periodically tells the deathly sick player how many turns they have to live. - Improved the duration of some techniques that used to expire too quickly. - Monsters are less likely to attack each other in conflict, and the player always gets the extra hunger no matter which way they're using to generate conflict. - Greatly lowered the risk of falling off a steed while causing conflict. - Fixed a segfault/infinite loop that could occur when the game tried to spawn an aligned priest but failed to create a robe for him. - A deathly sick player will periodically get a reminder that they are still deathly sick, to make it less likely to die when you could have saved yourself. - If the player ascends, their artifacts are now displayed correctly. - Added the pilesize option. - Added a bunch of failsafes for mkobj code to tone down potential segfaults. - Spellcasting monsters now have a larger selection of spells to choose from. - Zoos occasionally come with extra items. - Identified items now keep displaying names that the player gave them. - Added a saving throw to the destroy armor trap. - Spellcasting monsters are less likely to cast random spells and will cast psybolt/open wounds more often. - Nerfed bad item seedings. - Overhauled the odds of monster equipment not being dropped when the monster dies. 1.7.8 - August 2016 - Fixed some artifacts that didn't correctly get their drain life attack. - Tried to fix some crash bugs that occasionally happened for the minimalist race. - Made level difficulty more random. - Reduced the odds of high-level monsters being spawned. - Monsters that have musable items now select them more randomly. - Toned down the Seven Deadly Sins. - Monsters have slightly lower to-hit for their melee attacks. - Switched the badly designed dungeon regrowth algorithm for a better one. - Monsters don't always drop their equipment when they die. 1.7.7 - August 2016 - It is again possible to escape in celestial disgrace, which was previously made impossible due to a faulty commit. - Greatly reduced the average amount of musable items that monsters spawn with, based on their level. - Iron balls and chains have a to-hit penalty when used by the player as weapons. - Polymorphing an object doesn't needlessly erase its BUC or enchantment knowledge anymore; after all, it's clear that those stay the same so there's no need to re-obscure them for no apparent reason. - Firing polymorph beams at objects has a higher chance of causing the object to shudder and be removed from the game, and if there's a pile of same-material items in the path there's a higher chance of creating a golem. - Made some adjustments to the ammo breakage formula. - Nerfed the power of manaleech. - Kicking trees produces less fruit, and monsters digging through solid rock produce less rocks. - Fixed some attack types that weren't working right. - Increased the chance that a ring dropped down a rink reappears, from 5% up to 50%. - Zapping the polymorph or mutation spells at yourself can backfire. - Wand wresting happens 1 in 20 times when trying to use an empty wand (used to be 1 in 121 times). 1.7.6 - July 2016 - Fixed a fallthrough bug that sometimes caused error messages to appear when the player sits on a throne. - Prevented artifact wands of deslexification from spawning outside of soviet mode. - Fixed the bug that allowed unicorn horns to restore stats that were lowered by the nexus swap effect. - Added in-game descriptions to all the artifacts. - The spell loss nasty trap effect now prevents the player from getting reminders about a spell running low on memory. - Fixed an oversight that caused the player's prayer timeout to become negative when wearing comfortable gloves. - Banned the use of power surge in chained blitz because it was too overpowered. - Fixed a bug that caused mirrored gloves to trigger whenever there was a monster with gaze attacks anywhere on the level, even if the player couldn't see the monster. - Fixed a bug that caused the turn undead technique to not work. - Allowed artifact ammo (and other artifacts of stackable item types for that matter) to generate in stacks. - "Guaranteed" sacrifice gifts are no longer really guaranteed; instead, they're merely more likely to be selected as sacrifice gifts. - A non-knight lawful player character has greatly reduced odds of success when trying to dip for Excalibur. - Increased the average chance that an artifact wish succeeds. - The crowning gift given to the player can be a random artifact; vanilla's guaranteed artifacts are now merely relatively likely to be given. 1.7.4 - July 2016 - Very rarely, a monster that spawns with equipment may receive an artifact piece of equipment as its starting inventory. - Allowed artifacts with SPFX_SEEK to actually grant automatic searching. - Fixed a bug that could cause the game to crash when the hitpoint bar tried to display things. - When an armor piece worn by the player gains an enchantment, the enchantment now starts working immediately (it used to require saving and loading, or taking it off and putting it back on). - Fixed the bug that caused errors when the amount of artifacts in the game exceeds 255, e.g. crashes that used to occur when an artifact with index number > 255 was invoked or viewed in the discoveries list. 1.7.3 - July 2016 - Added new playable races: amnesiac, ironman, segfaulter, snail, sustainer, unicorn, unmagic. - Rodneyan race player characters deal excessive melee damage less often. - Hitting a monster with a weapon that doesn't affect it (e.g. if the monster needs a +X weapon to hit) no longer trains the associated weapon skill. - Choosing to wield "nothing" no longer consumes a turn. - Allowed tools to explode like wands when they're recharged too often. 1.7.2 - July 2016 - All passive attack types should also work when the one being damaged by them is a monster now. - Sokoban maps can now be forgotten if the player gets amnesia. - Some changes to artifacts, e.g. they're no longer immune to certain types of item destruction. - The "You have no free hand" message forces a --More-- prompt now. - If the player dual-wields without actually having the two-weapon combat skill, there is now a huge to-hit penalty. - Made the sleep duration from player-cast sleep spells sane, and also nerfed the damage output of the magic missile spell. - The wand of digging is no longer arbitrarily limited to one single tile on maze levels for no good reason. - The ladiesman can now seduce all whores and foocubuses by chatting. - Fixed a game freeze on startup that could occur when the dungeon generator could not find a place to put Medusa's island. - Beam attacks no longer completely ignore the player's AC. - Changed the way deathmold polymorph forms' stats are generated. - Players polymorphed into any type of mind flayer are now prevented from wearing a helmet. - Fixed a fallthrough bug that caused convict player monsters to get more stuff than they should. - Fixed the huge bug that caused healing effects to unconditionally heal the player back to full 50% of the time. - The amulet versus stone no longer unstones the player when putting it on. - Increased the mana cost for time stop and godmode spells. - Increased the power of energy regeneration, as it has been nerfed too harshly before. - Removed some arbitrary limitations on dual-wielding. Mainly, being able to do so no longer depends on the player's maximum dual-wielding skill. - Added a way for the RNG to make certain item classes more likely to generate in a given game. - Overhauled some death messages to fix the Junethack problem where everyone just tries to get killed by every single type of monster in the game, which was making actually unique deaths meaningless. - Increased the player's carry capacity and added bonuses to it when certain achievements are obtained, but containers also had their weight rebalanced. - A monster's actual level may now be slightly higher deeper down in the dungeon. - Drinking from a fountain can now rarely turn it into a pool, which can cause the player to fall in immediately. - There may be a monster glyph that's always generated "hidden", i.e. invisible in a way that see invisible can't reveal. - Armor, spellbooks, gems and tools may now be resistant to identification. - Monster-zapped wands of hyper beam can sometimes disable the player's reflection. - Antimagic fields and out of magic traps are more likely to affect magic-resistant players (though still less likely than affecting nonresistant players, of course). - In-game item descriptions now include the effects of randomized appearances. - Monster difficulty slowly increases as in-game time passes. - If an item type can resist identification attempts, the chance that it does is now much lower if the player is wearing the item at the time of the identification attempt. - The identify spell can backlash now. - Fixed the error that caused monsters with randomized names to not be read correctly. - Nerfed the rodneyan race's melee damage. - Fixed wrong description for purple dragon scale shields. - All melee attack types should also work when the one being damaged by them is a monster now. - Fixed bugs that caused certain items to not autoidentify when the player saw them in action. - Set the autosave frequency to prime numbers, to ensure that certain speed-altering effects don't cause the game to never autosave. - Greatly increased the duration of the chi healing technique. - Reduced the average duration of stairs traps. - The trap of walls no longer erroneously speeds up herb growth. - Fixed a bug that could cause monsters to appear stuck in walls. - If the player lies to a vault guard, there is a quiz and if the player gives the wrong answer, the guard attacks. - Casting a spell incorrectly can occasionally cause bad effects. - Temple altars are less likely to disappear. However, sacrificing monsters on coaligned ones can occasionally change their alignment. - Re-balanced the trap generation algorithm to make evil traps less likely to appear. - Re-balanced some RNG results, e.g. for random monster attacks or monsters spawning with musable items, to make the most dangerous results less common. - The player can gain permanent boosts from achievements. 1.7.1 - May 2016 - Fixed the bug where the effects of fire bolt and disintegration beam spells were swapped (sadly, players abused this for a while instead of reporting it). - Really fixed the bug where respawn traps weren't working correctly. - The hitpointbar patch was applied at this point. - Fixed a bug where certain nasty traps were suddenly appearing too frequently, caused by an earlier commit. - Fixed a bug where autosave caused the game to give the player a hangup penalty even though the player did nothing wrong. - Fixed a bug that would occasionally segfault upon trying to save bones. - Fixed a fallthrough bug that caused troll player characters to start with a club. - Increased the chance that random stackable weapons spawn in bigger stacks. - Added some potential bad effects to the create familiar spell. - Hallucination now forces the screen to redraw both when it starts and also when it ends. - Stairs traps only prevent movement in the "backwards" direction now, which is up when the player does not have the amulet yet and down when he does. - If the player's unicorn horn degrades, it can now lose more than one point of enchantment in a single incident. - Permamimics that somehow aren't cloaked will now automatically re-cloak. - Added some more results to gem alchemy and dipping items into potions of gain level. - Potions of acid thrown by monsters deal damage that scales with level difficulty now. - Fixed an exploit that allowed players to escape from paralysis via hangup. - Fixed the bug where a monster with passive thirsty attacks would erroneously gain HP after it had already died. - Added monster-versus-player effects to certain pairs of high heels. - Added garbage strings that can appear in various places. 1.7.0 - May 2016 - Amnesia can sometimes re-randomize item appearances. - Fixed bugs associated with levelporting on quests. - Nerfed some more spells. - Players with drain resistance are less likely to successfully resist level drain. - Improved charge saber formula that determines the amount of charge a player gets. 1.6.9 - May 2016 - Dumplogs give more skill information now. - Added a description for iron shoes, which was somehow missing. - Fixed some trap functions that were doing the entirely wrong things. 1.6.8 - April 2016 - Random appearances of armor pieces have various effects now. - The stone of magic resistance will gradually curse itself while in the player's inventory. - Added psybeams to the random breath selection. - If automatic recovery of a crashed game fails, there is now a message being displayed. The game also no longer illogically starts a new game if it fails to recover the old one, because that could otherwise result in overwriting or corrupting a game in progress! - The automatic recovery prompt now has an extra security check to prevent players from accidentally deleting their game. - Nerfed the effect of shit pits. Also, stepping into a heap of shit can now cause fumbling. - High-level pets will level up more slowly. - Increased the minimum ascension turn limit to 50000. - Gems, balls and chains can now be cancelled. 1.6.7 - April 2016 - Polymorphing is less likely to select uncommon monster species. Also, monsters are less likely to turn into species that are much higher in level compared to their previous form. 1.6.6 - April 2016 - The player can choose to kick normally when riding a steed now. 1.6.5 - March 2016 - The DQ Slime role now learns random skills upon leveling up. - Some changes to spellcasting, including mana cost, hunger, etc. - Added some effects when eating certain monster corpses. - Effects that teleport the player's items away were made more balanced. - Reduced the average amount of HP that boss monsters get. - Certain food monsters now drop the associated types of food upon death. - The player can now allow item-stealing monsters to remove cursed items. - Fixed a bug where detect monsters could segfault. - Grease protects against all types of erosion now. - Casting a forgotten spell uses up a turn now and can also backfire. - Full-inventory identify doesn't reveal everything about every object anymore. - The Eyes of the Overworld no longer allow the player to identify items by farlooking them. - Players can't perform exploits by hanging up at the explore mode prompt anymore. - Zapping monsters with a wand of inertia paralyzes them for a short period of time. - Fixed a fallthrough bug that caused wands of extra healing to be better than wands of full healing. - Fixed C343-424, the bug where lighting the candelabrum while it had exactly one turn left would make the game unwinnable. - Amulets no longer display their type if the player has not actually moved on their square yet. - Fixed a bug where two potion descriptions of "violet potion" existed. - Selfmade items no longer stack with non-selfmade ones. - The dumplog lists techniques now. - Certain musable items that didn't correctly identify themselves when the player saw them get used now do. - Changed (mostly nerfed) the effects of many spells to make them less overpowered. Some wands and other consumables were boosted to make them be more powerful than their corresponding spells. - Fixed a redundant water warning. - The gelatinous cube race has pseudo-identify now. - The disarm technique is more useful now, and fencers start with it. - Levitators no longer hook themselves with their starting tools, and are also better at snatching stuff with the bullwhip. - Fixed the bug where using a multi-turn wait command would only interrupt the player when a wandering monster already got the first hit. - The enchantment of fractured rocks is no longer automatically known. - Nerfed the effect of the random message trap to make the game less unplayable. - Updated some flag arrays with new monsters to make them work correctly. - Increased the nutrition threshold at which the player's engulfing attacks cease working. - Casting a forgotten spell now gives the correct duration to resulting status effects. - Added a timed autosave option that defaults to on, which automatically saves the game every once in a while. Without it, a segfault could result in losing thousands of turns of gameplay if the player never left the level they were on. - The player doesn't gain extra nutrition from eating certain things while already satiated. - Fixed a bug where poke balls and similar things sometimes tried to access monster pointers that no longer existed. - Being very satiated can slow down the player. - Fixed erroneous item generation chances that resulted in certain items spawning way too often while others that should have been common were spawning never at all. - Added new playable roles: Transsylvanian and Unbeliever. 1.6.4 - March 2016 - Made wands of wishing less common. - Tried to fix the bug with respawn traps causing the game to freeze. - Thrown cockatrice eggs are once again guaranteed to petrify monsters. - Monsters seen via telepathy correctly disappear and reappear when their state changes. - The full-inventory identify effect can now identify items inside the player's containers too. - Changed some RNG-dependant item generation calculations. - Hangup paralysis time is limited to only a few turns. - The gunner role gets more bullets from using create ammo. - Really fixed the teleporting items effect that incorrectly dropped the player's worn items without making them not worn. - Added new Gehennom levels from dnethack. - Reduced some of the loot the player can get, especially from mimic/statue rooms. - Sometimes, the spawn chances for items on concealing monsters or misc useful items can be lower. Also, the spawn chance for specific item types may be set to a lower value at game start. 1.6.3 - February 2016 - Fixed bugs where the player could get petrified despite being stoning resistant, as well as the possibility of the game entering an infinite loop. - Slippery fingers will give a message when they wear off. - Added a failsafe that triggers when the item generation routine tries to make an invalid object class. - Monsters with amulet-stealing attacks can also steal any artifact, not just the player's specific quest artifact. - The C command is once again the command to call monsters. - Improved monster body part handling. - Giant, ogre, kobold and troll races no longer have misspelled names. - Prevented the player from turning off the bones option mid-game. It now has to be set in the config file. 1.6.2 - February 2016 - Added an option to disable the loading of bones files. - Fixed the error where monsters with the resurrector egotype almost never left corpses and almost never resurrected even if they did. - Tension rooms can now be "themed", and have monsters that share a specific trait. - Fixed the error where saving the game on Friday the 13th didn't correctly adjust the luck and alignment penalties. - Added playable races: redditor and sinner. 1.6.1 - February 2016 - Undead warning works correctly now. - Pets no longer eat zero-nutrition corpses. - Mind flayer psychic blasts can now cause a wider variety of bad effects. - Having a high sin counter can cause kops to spawn. - Sexual intercourse can afflict the player with diseases. - The player can no longer fire an automatic firearm if there's not enough ammo. - Really fixed the bug where tame monsters would drop their starting inventory. - The fast forward effect correctly advances player timeouts now. - Restored a bunch of commands that were no longer working correctly when key rebinding was introduced. - The missingno range can now be configured at compile time. 1.6.0 - February 2016 - Fixed a 100% CPU usage problem when the terminal was lost or other things happened. - MSGTYPE option added. - Fixed the bug where monsters with shredding attacks could segfault. - quiver_fired option added. - Keybindings can be remapped now. - Limited the amount of boomerangs a player can wish for. - The dungeon may occasionally be generated with all special levels present, or with levels and branches appearing in a wider range of random locations, or the quests being in Gehennom, or a combination of two or all three of these. 1.5.9 - February 2016 - The player's pantheon is displayed in the dumplog now. - Made the spellbook of identify much more rare. Scrolls of standard id are also a bit less common. - Gems, balls and chains no longer spawn with their enchantment value known. - Trying to steal a monster's starting items can fail now, deleting the item with no message. - Tame monsters aren't supposed to drop their starting items. - Greased items can have up to 3 layers of grease. 1.5.8 - January 2016 - Quest monsters (specific for the player's role) are more likely to appear outside the quest too. - Artifact keys can no longer be used to open chests. - Eating a monster with an AD_FAKE attack will now give a message. - Bones levels no longer invalidate scrolls of mail. - Monsters won't throw away their only melee weapon just because it can be thrown, and they can throw nasty gray stones without requiring a sling. - Portals leading back to the main dungeon can fail to activate, thereby making portaldancing a less viable tactic. - Corridors are fleecy-colored now. 1.5.7 - January 2016 - Branches can sometimes have random special levels in them. - Rooms have fleecy colors. - Fixed the bug where confused scrolls of lockout were able to dig out undiggable squares. - Fixed the bug where unskilled martial arts wasn't working correctly. - There is a time limit for ascension. If it's exceeded, random bad stuff starts to happen. - Fixed the bug where some roles' starting items weren't initialized correctly. - Bad item seedings are possible, where the game makes items the monsters can use against the player. - Added a new bash_reminder option that alerts the player if they use items in melee that aren't meant to be used as melee weapons. - Occasionally, monsters can use defensive or misc items even while far away from the player. - Fixed a bug where a blessed unicorn horn would often go straight to cursed. - The charging spell can occasionally backfire. - Eating an amulet of life saving can give a 1-UP. 1.5.6 - January 2016 - Items that convey disintegration resistance are correctly disintegration resistant themselves now. - If you try to write a scroll/book while having enough marker charges that it could theoretically work, but not enough for it to be guaranteed, the amount of charges is reduced by a random amount instead of being set to zero unconditionally. - The wand of fumbling now has a more significant effect. 1.5.5 - January 2016 - Monsters can occasionally use ranged weapons, breath and spit attacks at point blank. - Monsters will always be resistant to their own breath attacks. Those that have random breath attacks also get reflection. - If the player's memory of a spell gets low, there is a message reminding them. - Branch staircases have been colored yellow. - If the player starts turning to stone or slime or becomes deathly sick, the current occupation is stopped. - Fixed the bug where the force command would not wake up pets correctly. - Fixed a missingno crash. - Removed a couple of pet name options; if popular demand exists, they may be put back in. 1.5.4 - January 2016 - Slight change to pet betrayal code. - Nerfed slings and boosted bows. - Reduced the damage a player could do when bashing with a launcher. - Fixed some exploits with player-summoned demons and werefoo. - Fixed the bug that caused dumplog generation to make part of the status line invisible, by forcing it to be redrawn. 1.5.2 - December 2015 - Dumplog patch added. - Fixed a bug where some "You hear" messages were still displayed if the player was deaf. - The game will no longer unconditionally replace traps. - Added a message when putting on armor that can be abbreviated as "BDSM". - New playable poison mage role and gelatinous cube race, as well as a couple other roles. - Doom marines can create BFG ammo at XL25. - Blessed stethoscopes work better than uncursed ones. - If the player casts spells from hit points, the HP maximum can be reduced. - Stacks of darts and shuriken now also correctly resist manipulation. - Fixed a panic when a bag of holding containing gold explodes. - Bank trap cash amount is always showed in the enlightenment screen after the game has ended. 1.5.1 - December 2015 - If a monster reads a scroll of destroy armor/weapon, the player's items get saving throws now. - Items made of flesh or veggy can always be eaten by the player (as long as the player is not specifically prevented from eating comestibles). 1.5.0 - December 2015 - Fixed a missingno crash. - The vibrating square message forces a --More-- now. - Projectiles fired by monsters no longer break unconditionally. - Gems that the player throws to a unicorn can now be deleted from the game. - Lots of new random bad effects. - Fixed segfaults with disenchantment effects. - Ungenomolds should no longer be killed by various effects that would force them to polymorph back to their natural form. - Added the menuglyph patch. - Fixed an error with the glyph used for grue monsters. 1.4.9 - November 2015 - Completed the translations for soviet and ancient race characters. - If the player knows a spellbook's base item type, the book in question can be read even while blind. - Nerfed the create monster and summon undead spells. - Certain terrain types that could not spawn with traps on them now can. - Reading spellbooks that don't have charges left is dangerous now. - Fixed a bug with detect food. - A player with burnopathy will now do fire damage in melee while under the burn status effect. - Hanging up while paralyzed will save the paralysis counter. - The pokedex as well as the descriptions for techniques can now be turned off via options. - Ctrl-U is a new command that removes all "I" markers for unseen monsters on the current level. 1.4.8 - November 2015 - Vampires draining low-nutrition corpses should no longer behave strangely. - If the player is polymorphed, the top status line will now keep showing damage done. - Pets can no longer pick up containers that aren't empty. - Fixed a bug that caused prime cursed items to be too common. - Added a saving throw if something other than the player tries to cause a destroy armor effect on the player. - Nerfed the clerical paralysis monster spell. - Fixed a previously introduced crash bug when the player was hallucinating. 1.4.7 - November 2015 - The shopkeeper-provided identify service can fail now, just like other means of identification. - Fixed the issue where random walls could spawn underneath Sokoban boulders. - Only monsters capable of using them have a chance to spawn with cockatrice corpses/eggs now. - Elven and droven items can reach higher enchantment values: elven weapons and droven armor can safely reach +9, droven weapons can reach +11. - Changed the calculations for the RNG that decides which boss to summon. 1.4.6 - November 2015 - Metallivorous and lithivorous monsters need less turns to eat items. - Ghosts in graveyards are more varied now. - Fixed the unbalanced duration of sleep rays. - Fixed the bug that caused toilets to spawn with gravestone inscriptions. - Farting monsters can now have certain bonuses that makes them even more dangerous. 1.4.5 - November 2015 - All monsters with intelligence-draining attacks now have a (bigger) chance of granting intelligence bonuses when eaten. - Monsters can fire gray stones at the player, causing them to automatically land in the player's inventory. - Added a playable Druid role and scurrier race. 1.4.4 - November 2015 - Ditched the restrictions that disallowed some monsters from wearing two-handed or silver weapons. - Fixed a critical bug that would cause items teleported by item teleporters to still be equipped by the player even though they were now outside of the player's inventory. - 1 in 10 games, a randomly selected color of monsters is more common. - In every game, one random trap type is picked that appears more often. 1.4.3 - October 2015 - Falling down a staircase can cause the player to break their legs. - If unseen monsters use spit attacks or spells, there is a message now. - Made some changes that reduce the likeliness for the player to overeat. - Monsters that are killed in wall tiles are no longer prevented from dropping their items. - Improved the monster sorting mechanism. - Chest traps are harder to find. - Nerfed the duration of sleep rays. - Fixed a bug where a player polymorphed into a unicorn would crash upon trying to use their horn. - Added the anachrononononononaut role and a few other roles, as well as a bunch of playable races. - Certain weapons now do extra damage if the player is highly skilled. - Fixed a bugged rnd(2) call. - Sometimes, a randomly selected monster class may be faster than usual or more likely to generate with musable items. - Toned down the usefulness of the identify spell. - Occasionally, the game may not disclose the fact that a monster has an egotype. - Trying to identify an item's base type can randomly fail now. - Fixed the bug that caused fire traps to sometimes deal astronomical amounts of damage. - Fixed trap placement on the Astral Plane. - Fixed the bug that would cause fear effects to fail making monsters flee. - Enlightenment now shows paralysis duration if the player was paralyzed. 1.4.2 - October 2015 - Some to-hit bonuses that only applied to the player's melee attacks now also work for ranged weapons. - The Failed Existence has 50% automiss with ranged attacks now. - Slightly increased the player's overall to-hit. - Some effects that reduce the player's maximum HP or Pw now reduce it by less. - The Bleeder role is much less likely to bleed out. - Fixed the bug where starlit skies impersonating nemesis monsters would get a Bell of Opening. - Wands of draining are much less likely to appear in monsters' hands. - If the player runs out of HP while polymorphed and returns to their natural form, their max HP is no longer reduced. 1.4.1 - October 2015 - Fixed the error message flood caused by chokhmah attacks. - Fixed an oversight that caused peaceful monsters to use items that summon hostile monsters. - A player with unbreathing is no longer completely immune to passive poison attacks. - If a monster reads a scroll of fire, the player now learns that it is a scroll of fire. - Higher difficulty monsters are now less likely to spawn. - Some races (mainly permablind ones) now have pseudo-identification similar to the way it works in Angband. - Buffed the player's natural regeneration rate. - Fixed a loophole that allowed the player to gain more information about items than intended while blind. - Effects that create random traps are now capable of making holes on the castle level. - The create ammo technique now creates nicer stacks. - If the player bashes with an item not intended to be used as a melee weapon, there is a reminder now. - Lightning beams hitting the player don't always cause blindness. - Certain traps could be farmed when they were invisible, this has been fixed now. - The monster kill list no longer shows bosses as being killed when they were really still alive. - Some items are always generated cursed in a given game. - One trap type is always generated invisible in a given game. 1.3.9 - September 2015 - Increased HP and Pw gain from leveling up, and reduced the penalties for hybrid characters. - The sin counter increases chokhmah attack damage. - Added some sink effects. - Generated monsters are displayed even if none are killed now. - Fixed the error where troll permamimic mummies weren't mimicking anything. - Fixed a bug where werewolf players could encounter double kills. - Max HP reduction from too low strength is nerfed and the player now gets a message if it happens. - Dropping items on high altars doesn't reveal their BUC. - Cancellation effects no longer erroneously steal the player's intrinsics if a monster gets cancelled. - Fixed a bug where sanctums with high priests appeared too early. - Intrinsic restful sleep is harder to get rid of. 1.3.8 - September 2015 - Neutral and especially lawful characters are more likely to encounter peaceful monsters. - Monsters can read scrolls of amnesia now. - Fixed a panic that could occur at game start when a horse was missing a saddle. - Fixed the bug where some domestic monsters couldn't be tamed. - Pets no longer eat the corpses of other pets. - Fixed the bug that caused horner and sounder egotypes to deal no damage. - Fixed the segfaults caused by nexus and weeping attacks. - Level drain effects that affect the player are less harsh. In practice, this means the player doesn't always lose a level outright; it might require getting hit several times to lose a level now. - Fixed a bug where transvestites and topmodels could get deactivated intrinsics. - Monsters no longer waste a turn wearing their starting items. - Once in a while, the game may decide to make all members of a randomly chosen monster class invisible. - Fountains on lethe levels have lethe water. - Traps, monsters and objects can be invisible in a way that makes them not seen even with see invisible. - Monsters can wish for items, e.g. if they quaff a smoky potion and release a djinni. - Monsters can use summoning items, e.g. scrolls of create monster, even when they're not low on health. - Quest artifacts now work correctly when their ID is greater than 128. - Killing a monster that has a non-physical explosion on death can now cause retaliation. 1.3.7 - September 2015 - Farlooking a monster displays its base level, even if the pokedex is off. - The courier is protected from the head-targetting uvuudaum and sucking attacks. - Banishment attacks no longer segfault. - If the player has the Amulet, they can no longer be banished. Also, if the player is riding a monster that has the Amulet, both banishment and branchporting are no longer permitted; this fixes a loophole present in vanilla. - Fixed the bug where a monster reading a scroll of destroy armor could segfault if the player was wearing no armor. - Monsters with pline attacks will cause random lines to display sporadically while they're close to the player. - Light breathers are now immune to their own breath attack. - Spheres created by casting their respective spells no longer spawn with items. 1.3.6 - September 2015 - Items stuck in iron bars or other terrain will now display the type of terrain. - The player can't rename non-tame monsters. It's still possible to name monsters that don't have a specific name yet. 1.3.5 - August 2015 - Monsters that obtain the permamimic egotype after they have been generated are now capable of actually mimicking things. - As game time goes on, monsters become less likely to leave corpses. - Increased the maximum nutrition before the player is oversatiated. - Players gain extra nutrition from eating depending on their hunger status. Many monster corpses now give more nutrition than before. - Fully implemented the change where confused or stunned players are less likely to use a random direction. - Fixed the bug that would sometimes cause phase door to fail. - Higher spellcasting skills or having greater spell memory reduces spellcasting hunger. - Missingno race player characters polymorphed into nonmoving monsters can move now, ignoring the nonmoving restriction. - Reverted the change that would make water prayers fail if the player doesn't split the stacks. - The player can keep leveling up from experience points past XL30. - Water tiles no longer count as safe teleportation targets if the player is swimming or unbreathing. - Made some ranged attacks harder to dodge. - Added playable DQ Slime and Erdrick roles, and 7 new races. - In soviet mode, performing operations on stacks of items will always work again. 1.3.4 - August 2015 - Eating corpses is much faster for both players and monsters. - Cthulhu no longer gets an Amulet of Yendor, because the high priest already has one. - Artifacts resist theft attempts with a certain chance. - New option "showlongstats" that shortens stuff displayed on the bottom status line for those who want to fit everything into an 80x24 terminal (the recommended terminal size is 80x25 though). 1.3.3 - August 2015 - The nasty trap effect that causes the player's items to repeatedly curse themselves triggers less often. - Tweaked the odds of items being heavily/prime cursed. - Made many boss monsters immune to disintegration. - Increased the average timeout of power surge. - If the player gains a level while already XL30, they now receive smaller boosts to maximum HP and Pw than before. - Wands of gain level and increase max hitpoints spawn with less charges and can only be recharged once. - Fixed a certain level freezing the game on loading. - Monsters will now only delete musable items if they were part of their starting inventory. - Certain beneficial effects happen less often the longer a game goes on. 1.3.2 - August 2015 - Pets are less likely to attack enemies when their own HP are really low or the enemy has a powerful passive attack. - Pets no longer attack shopkeepers, vault guards or priests. - Monsters are less likely to leave corpses, and molds grow on corpses less often. - Vampire and ghast race player characters gain more nutrition from corpses. - Reduced the frequency of the unidentify trap effect. - Some monster generation mechanisms specifically avoid spawning troves. - Monsters no longer always levelport after stealing an alignment key. - Uncursed food is less likely to be rotten. - Added faux artifact items, which are given names from a list that make them look like artifacts. - Fake amulets of Yendor weigh 500 and can't be dropped. - Energy regeneration now causes hunger. Also, regular regeneration can no longer be hungerless when granted by an artifact. - Armor pieces can have egotypes, i.e. an additional enchantment that the player benefits from when wearing the item in question. - Halved the # of levels and items forgotten by amnesia. - Fumbling can rarely drain INT/WIS or cause amnesia. - Player characters who lack a head don't get the bad effects from falling down stairs. - The player should no longer waste a turn when moving into a hidden monster seen only by monster detection. Instead, the proper response from the game is that you attack the monster. - Players dying in corridors can now leave tombstones in a bones level. - Boss monsters have extra HP compared to regular monsters. 1.3.1 - August 2015 - Tried to seal the segfaults that happen with monsters that have the %s string in their name. This involves players no longer being able to wish for items of a specific monster (corpse, statue, figurine etc.); you can now only wish for "figurine", "statue" etc., and it will give a random level-appropriate one. - Casting a spell that can give a blessed equivalent of a potion/scroll effect will give that effect less often if the player's spell skill is low. - Lowered the duration of player-cast paralysis spells. - Certain items have MC values greater than 3 now. - Shields give different amounts of AC than before. - Banishment and warping can once again deposit the player in Gehennom. - Floor tiles can randomly turn into rock over time. - Items embedded in rock can now also be generated on special levels. - Made terrain-altering scrolls more powerful, by allowing them to work in some places where they used to do nothing. - If the player has the Amulet of Yendor and tries to cast a spell while having enough mana to cast it without the amulet, they will always attempt to cast it now, and if the amulet-caused cost increase would make it too expensive, the player's Pw is drained to zero. - When trying to overcast a spell, the game will not tell the player in advance what the cost would be; that information was moved to after you say no to the prompt. - Nerfed the godmode, finger of death, petrify and disintegration spells. Also, spells/wands of disintegration can now destroy items on the ground. - Trap detection only has a 50% chance per trap to actually reveal it. - Falling down stairs can drain INT/WIS or cause amnesia. - If the player is damaged by a mind flayer's blast, there's a small chance of getting amnesia. - Very rarely, all boulders on a sokoban level are invisible. - HP damage from eating poisonous, acidic or too old corpses now scales with the monster's level. - Fixed the bug where levels on Vlad's tower could be replaced by random other levels, rendering the game potentially unwinnable when Vlad's level was replaced that way. - Fixed a bug that allowed monsters to smash artifact doors. - Unidentified items can now merge onto identified stacks, as long as the stack it will be merged into doesn't lack any known flags present on the to-be-merged stack. Example: "a dagger" will merge into "a +0 dagger" if they're otherwise identical, but "a blessed dagger" will not merge into "a +0 dagger". - Jubilex can correctly split now. - Entering special rooms is more likely to wake up nearby monsters. - Occasionally, amnesia can remove several of the player's known spells at once. - Removed the ability of vampire mages to grow up into vampire dazzlers. - Added new stuff that can spawn in weird-looking rooms. - Thrown boulder damage now scales with the thrower's level. - Manipulating a stack of items can fail if the # of items in the stack is large enough. This applies both for beneficial manipulations (dipping 5 scrolls of enchant weapon into holy water works 1 in 5 times and otherwise wastes the potion) and detrimental ones (a stack of 200 shuriken has 1 in 8 chance of being affected by the wand of corrosion and will otherwise be unaffected). - Fixed a bug with the wounded legs timeout. - Mimics are less likely to mimic statues and more likely to mimic boulders. - Improved the AC granted by regular armors, e.g. plate mail. - The repair armor spell now allows the player to choose the item that can be repaired. - Fixed a bug associated with the frequency of the uninitialized -1 monster. - The rogue level is compiled into the game by default now, and some of its rules have been softened. 1.3.0 - August 2015 - The player can still fiddle with locks even in a form without hands. - Monks can now properly hit monsters with enchantment resistance by kicking them with appropriately enchanted boots. - The player can use the #force command on monsters, and it also works when wielding iron balls or chains. - Some monster species are never generated randomly and some others are generated more often than they normally would, determined at game start. - Some items are generated more often than they normally would, determined at game start, while some other items won't generate at all. - In-game item descriptions now include color, material and appearance. - Occasionally a level will be seeded with "useful" items. - Items can be heavily/prime cursed. - Magic resistance helps prevent the effect from scrolls of destroy armor read by monsters. - Occasinally, a bones level file will not be deleted when it is loaded, allowing other characters to find it again later. - If the player tries to pray while confused, there's a tiny chance to accidentally pray to the wrong deity. - Fixed the bug where martial arts would do nothing and be impossible to train if the player was unskilled. - Reduced the chance of fire traps spawning in Gehennom. - For rodneyan race player characters, uncommon monsters are just as common as regular ones. 1.2.9 - August 2015 - If the player is killed by a soldier ant, the death message will say "Go Team Ant!" - High-level deathmold player characters have more polymorph forms to choose from. 1.2.8 - July 2015 - Monster groups that sometimes create monsters of the same letter instead of the same species now use a slightly different calculation. - Spellcasting skill and spell memory will decrease failure rates of spells now. - Fungi that don't decay will also no longer revive. - Blessed items are more resistant to water/lethe damage. - Scrolls of flood are less likely to create a pool underneath the player. - Reduced the chance that musable items are removed when a monster dies. - Some monster species are uncommon now, which is used to control the frequency of difficult ones spawning. 1.2.7 - July 2015 - Occasionally, weird dungeon level creation effects can affect dungeon level 1 (normally it's grace period). - Most item-cancellation effects are less likely to affect blessed items. - Toned down the odds of items being damaged by water. - Added sokosolver and specialist (hybrid) races. 1.2.6 - July 2015 - Some roles have effect level bonuses for certain types of items, making them stronger and less likely to be resisted by monsters. - Fixed a bug with some new gem types that caused prices to be off in shops. - Applying a polearm repeatedly can now disenchant it, or break if it's already +0 or lower. - Occasionally, a player character that loses alignment points will be punished. - Occasionally, wishing for an object will greatly reduce the player's luck. - Very rarely, going from one dungeon level to another via stairs will cause traps to be placed on the new level, even if it was one that the player had visited before. - Zapping a wand while impaired may result in it exploding. - Eroded tinning kits may sometimes create cursed tins even if the kit itself wasn't cursed. - Sometimes, Asmodeus's cold spell will deal much more damage. - Sometimes, the riders may be covetous or demonic, or even both. - Unicorn horns no longer automatically vaporize if the player gets unlucky; instead, positively enchanted ones will lose enchantment and may also lose BUC. - Ray spells/wands are more likely to hit targets. - Wands and other items with an effect level will now scale with the player character's experience level. - Increased the base prices of some weapons. - Fixed the oversight that caused monster-thrown potions of cancellation to cancel everything in the player's inventory unconditionally. - Status lines will now report some status ailments that weren't displayed before. - Spheres summoned by the player can no longer be farmed for items. - Vampiric pets can no longer repeatedly drain the same corpse. - Certain types of footwear add bonus damage if the player is using martial arts. - Added "showmc" and "showmovement" options, which can be used to control whether the bottom status line displays the player's magic cancellation and base movement rate. - Certain dungeon features can be generated on all maze tiles now. - Greased armors will now be protected from scrolls of destroy armor read by monsters, but may lose their grease in the process. - Fixed a loophole that still allowed the player to access the "show previous messages" command if it was deactivated. - Introduced a hangup penalty that will trigger if the player hangs up at a prompt, in an attempt to thwart cheating attempts. 1.2.4 - July 2015 - Moved the showdmg message after the actual HP reduction to make it harder for players to hangup cheat the damage away. - If the player is about to enter a lava tile or attack a peaceful monster, hitting y will give an extra yes/no prompt. This eliminates the problem where vikeys users have to be very careful when moving in the direction represented by y, but doesn't screw up the muscle memory of players who used to dismiss the y/n prompt with the space bar. - The warper race now has a reduced chance of getting sucky polymorph forms. - Highly enchanted armor pieces are now resistant to monster-read scrolls of destroy armor. - If a monster polymorphs by using an item (potion, wand...) its new form will have full HP now. - Uncontrolled player polymorphs are more likely to result in a useful form. - Most unique monsters can now be randomly generated. - Monster group spawning was toned down somewhat. - Fixed a segfault when the game tried to spawn an uncommon monster but failed to find one. - If the player somehow ends up with a tame monster of a species that normally cannot be tamed, the monster in question is now much more likely to spontaneously become hostile. - Shopkeepers, aligned priests and watchmen cannot be tamed now and also have the traitor flag. - Fixed fallthrough bugs when keystone kops were summoned by an angry shopkeeper. - Adjusted the spawn frequency of fungi to make them less common. 1.2.3 - July 2015 - Shopkeepers calling the kops should now also result in kops being spawned if the level is already full of monsters, as long as there's still empty space. - Monsters that spawn in groups will occasionally spawn with other monsters of the same letter, instead of a group made up of only one species. - Fixed bugs where certain exploding wands didn't have their proper effects. - Fishes are now considered vegetarian food. - Added Failed Existence and Murderer roles. 1.2.2 - July 2015 - Fixed a previously introduced bug that caused pets to lose their inventory items whenever they tried to drop something. - If a player has high riding skill, the steed's HP will recover faster. - Fixed the bug that made the "Ring them Around" sokoban level impossible to solve. - Fixed a possible compiling issue that could make the game segfault on unix. - Scrolls of proof armor now allow the player to select the piece of armor that can be enchanted. - Added a compile-time flag that can turn off certain bits of information regarding the pokedex. - Added bastard and undefined races. - All sliming monsters work like the green slime now, which means that e.g. eating their corpses will slime the player. - Fixed the bug where reading certain scrolls off the floor wouldn't remove them. 1.2.1 - June 2015 - Fixed the issue that caused the game to lag when creating a statue trap. - Heavy iron balls created by punishment are no longer always +1. 1.2.0 - June 2015 - Random eggs may occasionally have the player's markings, causing them to spawn tame. - Monsters no longer have reduced corpse drop odds if their frequency is exactly 1. 1.1.9 - June 2015 - Fixed a bug with the magic mapping spell. - Fixed an information leak that allowed the player to find out what an item is when blind. - Fixed the bug where certain breath attacks would segfault if a polymorphed player tried to use them. - High spellcasting skill will now make failed spellcasting attempts use less mana. - Disabled artifacts being shown on the discoveries screen; they were re-enabled in a later version. - Fixed a bug where artifacts with the "protection" effect would cause the bonus to stack when it shouldn't. - Fixed a bug with the wallwalking monster egotype that caused monsters to spawn in walls even if they didn't have the egotype. - Fungi have a bigger chance of spawning with egotypes compared to other monsters. - Fixed some parser bugs that made it impossible to wish for certain types of gray stones. 1.1.8 - June 2015 - Fixed the bug where a deaf player would sometimes become capable of hearing again prematurely. - The cannibalism penalty's magnitude now depends on the player's alignment. - The uninformation trap now prevents the player from viewing the discoveries screen. - Artifact unicorn horns are less likely to turn to dust. - Fixed a segfault with the uninformation trap. - Toned down the message spam on item-stealing gaze attacks. - Tins and eggs now have a chance of spawning already identified. - Sessile monsters may occasionally get turns now. - Rarely, a monster may be generated with an egg in its starting inventory. - The player has an extra saving throw against the disrobing attack of item-stealers. - Monsters can now have egotypes. - Fixed the bug with the death message of a player killed by a gray fungus. - Item-stealing monsters no longer always teleport away after stealing something. - Fixed a bug where the scroll of food detection wouldn't always work properly. - Reduced the odds of crashing the game if a chained heavy iron ball is destroyed. - Tunneling monsters moving through undiggable rock (due to also being phasing) no longer spam the game with error messages. - Monsters will now pick up and use scrolls of fire. - Sitting on a throne has more effects to choose from. - Monkeys are more likely to successfully steal items, but item-stealers in general are less likely to succeed. - Vlad's Tower is now accessed from Sheol. - Potions of oil no longer abuse wisdom if a clockwork automaton player character quaffs one. - The artifact keys from alignment quests will no longer go into containers. - Monster difficulty calculations now take the monster's movement speed into account. - Made maze levels more random. - Fixed bugs with the scroll of consecration. - The monster spell that reduces the player's strength is less powerful now. 1.1.7 - May 2015 - Fixed bugs with null or randomizer lostsoul player characters. - Vlad's Tower now has special rooms that require artifact keys to reach. - Monsters can now pick up items on their tile before moving. - Fixed an oversight that caused quest leaders, shopkeepers and priests to sometimes change levels with the player when they shouldn't. - Maze levels may now have interesting dungeon features. - Highly skilled player characters will deal more damage with weapons. - After a player uses a staircase, there's now a small chance that using stairs becomes impossible for a period of time and hostile monsters are spawned around the player upon entering the new level. - Scrolls that create dungeon features will now cause those dungeon features to block the player's line of sight. - Implemented the showsym patch. - Rooms can now be irregular sometimes. - Many changes to dungeon level generation, especially concerning the chance of unusual terrain types appearing. 1.1.6 - May 2015 - Occasionally, a pet may walk over a cursed item without the "moves only reluctantly" message. - More aspects of randomized appearance items will be shuffled now. - Revised the way out of depth monsters are generated, by no longer making it depend on the amount of monsters that would be out of depth. Instead, the game rolls a maximum level that the spawned monster can have, and then selects one at random that fulfills the requirement. Also, they're no longer skewed towards very low-level monsters if the player's experience level is low. - The rage eruption and power surge techniques can now also be used by a polymorphed player. - Gremlin attacks can also steal temporary intrinsics now. - Fixed bugs when a cockatrice race player character tried to eat a corpse. - Fixed an oversight that caused the "ak Thief is dead!" race to not get all of its special effects. - Flying players can now pick up items from a pit. - Statues of very small monsters are no longer prevented from containing a spellbook. - Whetstones can now break if used often. - Shield block chance is displayed in the enlightenment screen now. - A player with food appraisal will see an "Oversatiated" display on the status line when their nutrition is at a critically high level. - Players can now score critical hits with weapon attacks. - Some monsters that aren't supposed to be visible to the player are now prevented from showing up in the creatures killed screen. - The player's maximum alignment record is calculated dynamically now, and increases more slowly if it's already very high. - Improved the edibility of trove corpses; vampires can eat them now, and they shouldn't be rotten anymore. 1.1.5 - May 2015 - If the player gains intrinsic acid or stoning resistance from a corpse, there's now a 1% chance for it to be permanent. - Player race vampires once again have weapon attacks; due to an earlier change they erroneously lost that ability. - Getting a four-leaf clover while the player's luck is negative now only gives one point of luck back, instead of unconditionally setting it back to 0. - Fixed a bug that was introduced earlier, which allowed animals to wear armor. - Cockatrice player characters that managed to eat a heavy iron ball should no longer panic. - Sticky attacks used by monsters now give a message. - Implemented the epitaph patch, which allows the player to leave a gravestone message upon dying. - Sometimes, the game generates a bunch of random items on a dungeon level. 1.1.4 - April 2015 - Occasionally, items will spawn with some parts of them already identified. - Occasionally, the player will regenerate an extra chunk of HP or Pw. - Monsters can randomly generate invisible now. - Fixed a bug that caused batman race player characters to not always get the correct boomerang skill level. - Rarely, a monster that spawns in groups can spawn in larger than usual group sizes. - Fixed a bug where special rooms would spawn in rooms that have an upstair. 1.1.3 - April 2015 - Increased the nutrition span from weak to oversatiated. Famine's attacks now drain more nutrition per hit. - A hallucinating player will no longer get a confirmation from trying to step on a visible trap. - Gravestones in special rooms can now have buried items. - Fixed impossible messages appearing for elemental race players. 1.1.2 - April 2015 - There will now be one monster glyph that's ungenocidable in a given game, and one monster glyph that spawns more frequently. - If a monster steals an item from the player, it may now rarely receive a levelporting scroll. If the stolen item was an artifact, the scroll is always generated. - Eating a shapeshifting monster has a small chance of conveying intrinsic polymorphitis. - Permanently converting to a different alignment will greatly increase the average prayer timeout. - Quaffing from a fountain has a small chance of instakilling the player. - Shopkeepers and temple priests occasionally generate with a cloak of invisibility. - Nymphs occasionally spawn with a scroll of root password detection. - Quaffing from a sink has a chance of generating a green slime. - Human-sized or larger monsters with legs have a greater chance of kicking down doors. - If a bones level is loaded, it will have additional monsters spawned on top of the ones that were already there when the previous player died. - Eroded wands can explode when zapped. - The player's HP and Pw regeneration rates are halved while standing on an active Elbereth engraving. - Monsters with exactly 1 HP completely ignore Elbereth, scare monster and temple sanctuary effects. - Slightly increased the chance of a monster attacking the player in a temple sanctuary. - Vaults may occasionally contain a bunch of sleeping liches. 1.1.0 - April 2015 - Fixed a bug that caused certain special room types to almost never appear. - The player still has a minuscule chance of being affected by wands of cancellation even when magic resistant. - Fixed bugs that caused rodneyan player characters to not always receive the correct spellbooks upon leveling up. - Pets no longer attack Izchak. - Filler levels can now be replaced with random special levels sometimes. 1.0.9 - April 2015 - Hitting Ctrl-X will now display the player's HP and Pw. - The display loss trap prevents the player from seeing showdamage-related messages. - Monsters sometimes follow the player up or down staircases when adjacent. - Monsters with multiplying attacks no longer have death drops. - A few trap-related messages now force a --More--. 1.0.8 - April 2015 - Fixed a segfault with monsters that use a wand of digging. - Reduced the chance of projectiles breaking. However, magical gray stones now have a chance of breaking when used as a ranged weapon. - The player can now have hybrid races. At this point they could only be selected in tty mode. 1.0.6 - March 2015 - A monster that polymorphs into a creature of base level 50 or higher no longer receives excessive boosts to its HP. - The main missingno race crash no longer happens unless the player disables the missing_safety option. - Rodneyan race player characters now see monsters that are holding macguffins, and can revive on death. 1.0.5 - March 2015 - Special game modes like lostsoul or blindfox are birth options now instead of depending on the player character's name. 1.0.3 - March 2015 - Blessed scrolls of genocide and mass murder are more powerful. 1.0.2 - March 2015 - Implemented some segfault fixes from NAO. - Teleporting onto a sink while wearing levitation boots no longer segfaults. - Implemented the bones pool patch that allows several bones files per level to exist. - If the player dies while helpless, the death message now shows why they were helpless. - Applied the livelog patch. - Missile flurry technique was improved. - Rocker and hobbit get multishot bonuses when using a sling. - Ctrl-T teleportation no longer fails if the player had exactly enough mana to use it. - Applied the statuscolors patch. - Fixed the bug where level teleporters could occur on no-teleport branches of the dungeon. - Firearms that shoot single bullets had their range increased while automatic ones had it decreased. - Wearing racial equipment gives damage or AC bonuses to the player. - Sokoban boulders may sometimes be generated invisible. - Players can now block projectile attacks with shields or evade them with a chance based on experience level. - Higher level soldier types only have one weapon attack now. - Soldiers no longer always spawn with grenades. - Monsters with firearms will fire them at their actual range now. - Monsters use polymorph items in a smarter way. - Wishing for a stack of ranged weapon ammo now allows to wish for up to 100 projectiles. - Fortunes from eating food can affect the player's luck now. - Some branches that used to disallow the generation of bones files can now generate and load them. - Made it easier to keep spells memorized when casting them a lot, and the spellcasting skills also train slightly faster than before. - Weapons are more likely to generate with a non-zero enchantment value. - Monsters using gaze attacks now take the attack's actual damage dice into account now. - Status effects can sometimes be "heavy", i.e. unfixable other than by waiting them out. 1.0.1 - February 2015 - Pick-axes are more common. - Fixed a crash with the wand of banishment. - Spirit race player characters are resistant to stoning now. - Corrected the issue with monster difficulty for very high-level monsters that was causing them to spawn too early. - Some powerful spells have had their base level increased. - The player can only use #youpoly a certain number of times, depending on their race. 1.0.0 - February 2015 - Fixed a segfault that happened when a monster died to its own reflected wand beam. - The showdamage option now also displays the player's remaining amount of HP in the top line. - Monsters can now have multiple passive attacks. - Players polymorphed into spellcaster monsters do extra melee damage now. - Unseen monsters firing projectiles at the player now give a message. - Cursed luckstones and healthstones can no longer be dropped. - If the game requests a monster that cannot move, it can now also pick sessile ones with a movement speed greater than zero. - A player trying to polymorph into a high-level monster may randomly fail. - Techniques now display what they do when selected. - Slings now do more damage depending on the player's strength. - Food appraisal now warns the player of hallucinatory corpses, among other things. - Implemented the hilite items patch. - Fixed the bug where artifacts with internal index numbers greater than 127 were malfunctioning. 0.9.8 - February 2015 - Being on a level that has an alignment quest portal will occasionally give a message. - The drain resistance flag on artifacts now works. - Fixed the issue where quest nemeses would very rarely actually use the quest artifact. - The undertaker role now has the pick-axe skill. - The locksmith role is more proficient at picking locks. - Some roles get messages about a monster's health status. - Land-based monsters can now attack underwater player characters. Everything from the first version to 0.9.7 wasn't under version control, but we may eventually add the older changes in a random order here. :-) <3 *bundlebundlebundle* <3 :D