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Length: 7320 (0x1c98) Types: TextFile Names: »README«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Nethack/README«
NetHack V2.2 README This file contains information on the 2.2 release of NetHack. For information on previous releases, see the README.OLD file. For a detailed history of the game, see the README.ORIG file, which contains three separate readme files, dating back to the original release of the game (then named hack) by Jay Fenlason. This release of the game contains a large number of bug fixes, as well as several new features. There has been a large amount of play-testing done on this release, as it is to be a complete release (approximately 1Mb) of source and uuencoded auxilary files. For a detailed list of bug fixes, and additions look at the file "Fixes.2.2". I cannot guarantee that every modification done has been included, but I have done my best to chronicle the changes and fixes made there. Here are the high points: 1) New flags in "config.h" (some of these were included in 1.4f): COM_COMPL Command line completion by John S. Bien GRAPHICS Funky screen character support (Eric S. Raymond) HACKOPTIONS Support DGK-style HACKOPTIONS processing (ESR) RPH Various hacks by Richard P. Hughey KJSMODS Various changes made by Kevin Sweet BVH Additions by Bruce Holloway In addition, in an MSDOS enviornment, when GRAPHICS is defined: MSDOSCOLOR Colour highlighting of monsters, etc. Of the above, I haven't tested HACKOPTIONS and MSDOSCOLOR. If you find bugs in these, send me the reports. 2) New objects: blindfold - allows you to avoid the gaze of a Floating Eye and to use your telepathy on command if you have it. mirror - scares monsters if you use it on them (and other uses). ring of polymorph - (usually cursed) forces random polymorphs. ring of polymorph control - prevents system shock and allows choice of creature to polymorph into. 3) New Files: - A new set of documentation, the "Guidebook to the Mazes of Menace" has been supplied by Eric S. Raymond. The guidebook is written for nroff using the "mn" macro set supplied with Bnews 2.11 or greater. Since not everyone has these macros, I have run the guidebook through nroff, and supplied it in flat ascii format as well. [Moderator's note: because of past problems, I ran the formatted version through "col -b" before passing it on to remove ^H's, etc. -br] - A copy of "HACK.CNF" which has been renamed "NetHack.cnf" was supplied by Steve Creps. The file decl.c has been updated to reflect this change. - A new "Makefile" for the AT&T Unix machines has been added. - I was hoping to get documentation on "NANSI.SYS" as well, but got no responses to the mail I sent the author, direct and via Bill Randle at tekred. As per usual, I will gladly publish any relevant documentation I get. 4) Major game changes: - Shop generation has been significantly changed. A new structure has been introduced which allows shops (except the "general" type) to have up to three different types of object inside. There is also a new "distribution pattern" parameter which tells the generation code how to lay out the shop (this is preliminary to the addition of two new types of shop, the temple and barracks - more on this later). - Shopkeepers will now tell you how much they expect for each object you pick up. This gives you the ability to haggle with the merchant in question by dropping and picking up objects until you are more or less satisfied with the price. I have re-written "getprice()" in shk.c in an attempt to make sure that you cannot actually sell any particular object for more than the shopkeeper will charge for it. - Another change to shopkeepers has them potentially getting angry if you stay beside them after not paying your bill. Each they time they ask you to pay up, there is a chance they will decide they don't like people who don't pay... - A new monster, the hydra, has been added (as you have probably seen on the net). I haven't had much chance to test out this feature of the game. Mirrors have also been added, and seem to work quite well. - Changes have been made to the object ocurrence chances in objects.h, so that the relatively rare tools, etc. have at least a 1% chance of showing up. - Throwing and zapping code has been modified so that there is a chance that said can be done through a doorway. Bolts can still bounce however... - The infamous and dreaded makemon() bug has been eliminated. In addition to this, "r"ats and "K"obolds have been added back into the game. "K"ops no longer leave treasure (just what they were carrying, plus maybe a club or whistle). - Two new "super"swords have been added. They are the katana named "Snickersnee" which is +5 on damage (due to sharpness), and the long sword "Excalibur" which is +rnd(10) to hit, +5 on damage, and has a couple of other features I won't go into right now. The only way for a character to get "Excalibur" is as a gift from someone. You cannot write the word "Excalibur" on things for some reason... - There have been two additions to disallow infinite wand charges. First of all, wands with less than zero charges will automatically turn to dust (thanks to Kevin Sweet). Next, a wand of cancellation will set the number of charges in the wand to -1, which will make it forever useless, (thanks to Ron Wessels). 5) Minor game changes: - The fountain code has been tightened slightly so you can no longer dip objects into a fountain or drink from one while you are floating in mid-air due to levitation. - Teleporting to hell via a teleportation trap will no longer occur if the character does not have fire resistance. I found this just too arbitrary a way to die (and so did several other people who com- plained about it). - A new trap, the "polymorph" trap has been added by Richard Hughey. It's inclusion is dependant on having "KAA" defined. - In wizard mode, the wizard player has infinite wishes, and the ability to instantly identify everything (s)he is carrying. The wizard player is also no longer limited by the standard multiple / bonus res- trictions on objects wished for. - Random number generation has been changed around to make it (I hope) more unpredictable. - A large number of typos have been fixed, and all of the British spellings converted to American. I would like to see a shell script to allow conversion back (or something like that) in the future. - I have done a "make depend" for the makefiles to reflect a slight restructuring in the order of inclusion of header files. 6) Future additions: - Steve Creps is working on "barracks" and "soldier" code which is now ready for addition. I have added the "soldier" side into the game, but haven't really tested it. Steve will be adding the "barracks" section in and sending me the resulting patches. There will be a minor (read patch) release as soon as he can get the code integrated into this release and sent up here to me. - There are also several other new room projects in the works which should be able to be included in that minor release, along with any bug reports that are made in the interim. Mike Stephenson Mail: Genamation Inc. Phone: (416) 475-9434 351 Steelcase Rd. W Markham, Ontario. UUCP: uunet!{mnetor, utzoo}!genat!mike Canada L3R 3W1