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Length: 30716 (0x77fc) Types: TextFile Names: »PROBLEMS.orig«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Umoria/PROBLEMS.orig«
:::::1987 Fixes::::: Fixes before 5/1 fixed moving into column one tunnel through permanent rock prints tunnel through air? message printing of 18/ stats ^C stops find flag, resting, searching monsters bash doors with 0 hit points what if pto_hit is negative? test_hit, attack_blows, critical_blows are wrong mon_tot_mult bug fixed always have same stats when start enchant armor scroll wizard_create does not set level!! should treasure level be set to finding level? after cure blindness need a move_char(5) to restore light lose_exp in spells.c mass_genocide when there are no monsters drop_throw, throwing object against wall goes into infinite loop player titles for level wrong? td_destroy should unlock chests use of 8's in generate, set wallstk in build_tunnel door/trap destroy should replace doors with corr2.floor, delete_object when staff has 0 charges left, don't get warning message recharge spell ----- 5/1 injection from types of wands to metals extra space at end of scroll names printing numbers in a field of 6 warning if wielding too heavy of a weapon attack_blows, penalty for wielding heavy weapon too severe, save routine, doesn't exit if you type ESCAPE, shouldn't if doing panic save selling items to stores, they are still unidentified item prices in stores line up on the right rogue_like key binding option spelling fixes fixed getlogin() call in death.c disable local special characters (^Y, ^R, ^W, ^V, ^O) ------------------- 5/2 fixed .<dir> problem caused above fixed problem with speed, only call search_off in signal.c if search_flag set food problems, fix initialization of py structure in variables.h ------------------- 5/2.5 after ^C, if type n, erase the line at top of screen put refresh in erase_line(), so that lines really do get erased monster 'o' Ogre Magi casting unknown spells m_level problems, not calculating right numbers for monster generation changed damroll/max_hd so that they no longer clear 'd' in strings increased size of dtype for damroll strings increased size of all defined strings, need one more char for the '\0' wands of wonder, not generating new flag correctly only print 'too heavy weapon' message if actually wielding weapon wand of heal monster, causes them to scream when hit put (void) before all sscanf calls implemented shell_out and (no_)controlz functions fixed build_tunnel, removed leftover fragment of earlier incorrect fix to build_tunnel display_inventory doesn't clear last line when 12 items on one page 11 other store_purchase when over 12 items in store passed calculated wrong count of number of items on second page should put priv_switch stuff back in, i.e. setuid game should be setuid ------------------------- 5/3 fixed equip list bug when taking off items changed shell escape command to '!' changed version number to 4.82 restore terminal modes in signal.c before core dumping fixed bug in save.c, it was writting/reading too much for magic_spell refixed m_level code, m_level[0] must be added after the randint wrote convert program to fix old save files ---------------------------- 5/4 put sigsetmask in signals.c, now dumps core on QUIT signal fixed empty chests, set flags to zero so no treasure, if search then identify it as empty missing break for amulets in magic_treasurein misc.c, caused cursed amulets to have positive attributes dispell evil staffs gives segmentation fault, didn't check for muptr == 0 ------------------- 5/5 your resist the affects -> you resist the effects only print "%s appears healthier" if can see the monster check all uses of muptr, make sure test it not zero before using cost for amulets of searching is too high evil iggy prints wierd messages when he hits, break missing ----------------------------------- 5/6 fixed index bug in misc.c objdes(), used 0 as null string pointer added sun to 'getuid' ifdefs in death.c and misc.c --------------------------- 5/8 fixed help page for rogue mode, searching mode command is ^S when stun monster by bashing, now does not print name if can't see monster allow controlz again, except when setuid or accessing save files --------------------------- 5/10 added break after cure_poison() in potions.c items sold in stores do not appear in the inventory when last on second page signals.c should restore local special chars before core dump exit monsters bashing doors end up on top of them can't hit the monsters, can't cast spells at them, etc. ----------------------- 5/11 fixed cast_spell, cast was not initialized to FALSE infravision in misc.c should be multiplied by 10 food items become known in a more reasonable fashion ----------------------- 5/13 if cast from empty spell book, print error message the base height/weight for female/male characters were reversed ---------------------- 5/14 refixed empty spell book to distinguish the three cases, cas_spell now has three return values removed the numbers (1 2 3 4 6 7 8 9) from get_dir prompt changed some % chars to %% in print_monster() in files.c changed HD from %d to %s in print_monster() fixed jamdoor() was setting i_ptr->p1 instead of t_ptr->p1 redefine Search mode command for rogue_like option to # changed message for rest_on, press '^C' not 'any key' fixed potential infinite loop problem, must initialize curses before install signal handlers extensive mods to the save routine, added protection mechanisms changed version number to 4.83 minor fixes so that source passes lint, removed inkey_delay function in store2.c, fix display_inventory() and purchase_haggle() so that items will not be listed with 0 price for high chr characters ------------------------ 5/15 check result of fopen for writing scoreboard in top_twenty() etc. misspelled in print_monsters() added 'drools' and 'insults' messages in print_monsters() more mods to save routine, compress cave before writing to save file wrote wizard restore_char() function fixed test for Nighttime in generate.c, should be turn/5000 not turn%5000 set moria_flag true after a call to restore_char() in moria.c update game_version() to include info about me ran through spell again ---------------------------- 5/16 should call prt_stat_block after wizard restore command setuid code was just plain wrong, fixed it ---------------------------- Summer vacation! --------------------------- 8/26 checked every switch statement, found five missing breaks --------------------------- 8/28 changed use of geteuid() for random seeds, didn't work if setuid to root --------------------------- 9/4 - 9/6 port to SYS V changed store type (and save file format) to avoid warning about nonportable signed character comparison --------------------------- 9/9 added bug fixes from doc@s.cc.purdue.edu, mainly dealing with setuid code ---------------------------- 9/11 correct spelling of receive_offer() (was recieve) ^R in store will 'really' clear screen now get_haggle will not accept negative numbers now disarm_all caused segment faults, missing level of braces after t_ptr = &... more spelling errors: Delila(+h) Slim(-e)y Smok(-e)y --------------------------- 9/16 took out old compatibility code in save.c changed version number to 4.84 changed clear_screen and really_clear_screen so that they set msg_flag FALSE -------------------------- 9/17 removed loop_flag = FALSE after prt_comment6(), stops wierd behavior if when buy/sell give a price greater/less than that offered put entry in scoreboard when quit modified get_char so that it will read 4.83 save files ------------------------- 9/18 fix code so that it passes lint on ultrix and sun fix curses bugs with Ultrix, by adding ifdefs for BUGGY_CURSES remove calls to nl(), and nonl(), don't write chars in last column -------------------------- 9/19 port to SYSTEM V again breakup all files so that they are less than 64K, except the doc file -------------------------- 10/?? change all instances of (index(...) > 0) to (index(...) != 0) fixed three errors, calling randint with arg of 0 fixed bug that allowed one to buy objects for negative gold pieces fixed many other errors, but forgot to document them (sorry!) -------------------------- 10/26 add comment about defining _DNO_SIGNED_CHARS for 3Bx series computers SUN4 has variable class in math.h, added ifdefs to misc1.c and externs.h to avoid the conflict make variables.h monsters.h treasure1.h and treasure2.h into c files to avoid problems compiling the HUGE main.c file on a 3B20 added an option '-o' to use the original style key bindings added compiler option to Makefile, so that installer can choose which key binding style should be the default control-c puts you in scoreboard only after character generation complete changed all USG savetty/resetty to saveterm/resetterm, it still seems to work changed version number to 4.85 for distribution purposes started mailing to comp.sources.games --------------------------- 10/27 moved clear_screen in top_twenty to before the wizard1 test in wizard_restore, don't exit if can't chmod the save file when save file in wizard mode, leave it readable, this is necessary to allow the wiazrd to restore other player's 'touch'ed save files fixed up the install option in the makefile, added comments to INSTALL it is possible to get 'final offer = 0' when selling an object, fixed by making sure that min_buy and max_buy are >= 1 ---------------------------- 10/29 fixed breath, was calling poison_gas with dam = 0 put note into MISC_NOTES on how to restore touched save files finished mailing to comp.sources.games all bug fixes listed above are included in 4.85 --------------------------------- 11/7 more fixes for SYSV shell out problem :::::1988 Fixes::::: --------------------------------- 1/11 fixed "You are too confused to scanf..." message --------------------------------- 1/14 for SYS V, replaced rand() with lrand(), also fixed init_seeds, set_seed, reset_seed fixed randint, it now returns 32 bits for both BSD & SYS V replaced st_ctime with st_atime in save.c deleted "? for help" messages during character creation check_pswd now accepts CR or LF to end password, affected those who used BUGGY_CURSES option when ^C to quit, now get "killed by quitting" message fixed searching of trapped chests, printed wrong message if control-C while resting, don't get asked if want to quit added setgid(getgid) to main.c remove extraneous refresh/putqio calls from io.c, greatly reduce CPU usage casting blind monster on a monster that normally doesn't move, causes it to start moving, fixed problem if control-C during -more- prompt fixed after fork, close open file descriptors (scoreboard) -------------------------------- 1/15 after change of dex/str, misc stats are updated checked all randint for possible randint(0) calls remove bonuses for old object before adding bonus for new object in wear() this affected increase stat rings mostly deleted unneccesary loop from restore_levels in spells.c fixed 'no more' message for items that don't start with ampersand, in desc.c fixed dprint in death.c, not printing last line of tombstone fixed special effects (bolt, ball, breath) in spells.c by adding put_qio calls locked chests were treated as trapped during searching in moria1.c C command to file showed equipment list starting with b), files.c when 21 items in inventory, equip list was not updated after removing an item, unwear() in moria1.c ------------------------------1/18 fixed test of py.misc.fos in moria2.c, this number could go negative in io.c, clear_screen cleared all used_line flags instead of just the ones actually cleared in io.c, change loops that modify used_line to stop at 22, not 23 ----------------------------- 1/22 in scrolls.c, tmp[] was accessed starting at index one instead of zero in store2.c, when 12 items in store, offered to sell a-m instead of a-l ---------------------------- 2/6 added check of characters hit point in get_char, this ensures that dead characters will not be given a chance to restore their hit points dead characters can be saved by a signal config.h was non-ansi, macro expanding inside of string constants not allowed --------------------------- 2/7 fixed speed monster problem, infinite loop if point wand at wall --------------------------- 2/12 compact_objects will no longer delete doors if are on the town level in store_create, index to inven_init was off by one, this will fix store inventories made init_seeds generate a more random initial setup removed Public Domain messages, contradicted the 'all rights reserved' phrase changed all msg_line, msg_line places to msg_line, 0 changed pause_exit in io.c, so that ESC does not quit game, this is inconsistent with rest of game, expecially get_char quart_height, quart_width, msg_line changed to be constants changed turn and store_open to be longs, before store_open was a short which meant that stores could not become locked after 64K turns another spelling check of all files fixed sell_haggle and purchase_haggle so that prices will not go the wrong way, i.e. no more negative numbers while selling changed time check in save.c to 5 secs so that it matched sleeping time ------------------------------2/14 changed inner loop of print_map to use strcat instead of sprintf, this gives a big time savings here!! -----------------------------2/15 changed inner loop of printf_map to index a character pointer instead of using strcat removed strcpy from lite_spot delete unused code from rest check in dungeon.c, no longer refreshes screen removed refresh from msg_print eliminated most abs calls, speed up commonly called routines speed up many of the most commonly used functions eliminate test_light call in prt_map in misc1.c, inline the code image avoided by typing ^R changed rogue-like summon monster from ^U to ^S fixed throw_object, did not draw object on screen as it moved ---------------------------- 2/18 fixed print_objects in files.c, had an exclamation mark before the get_string ---------------------------------2/19 ooze bug?, cursor disappears, invulnerability, fixed by changing delete monster so that pushm() is ALWAYS called no more silver bug, changed all object definitions so that 'number' is 1 player_save did not take level into account, two calls did not add it in get_hitdie could return a negative number for increase in hit points add rerolling of characters ---------------------- 2/21 changed superb before excellent in likert() in misc1.c to be superb after excellent --------------------- 2/27 fixed some signal problems upon forking a subprocess stone-to-mud that kills a creature now prints death message added ' of' to name of infra-vision potion can now enchant boots with enchant armor scroll removed caps for 'Some' in treasure1.c strip 'some' at start of string in objdes when pref is false ------------------ 3/5 always treat boots as armor, fixed scrolls.c, minus_ac in moria1.c ask for confirmation if try to cast spell without enough mana fix msg_print, put flush if -more- had been printed back in fix control-c handler, add test for 0 in get_com of io.c ------------------ 3/7 many grammar/spelling errors fixed, complements Col Sicherman ------------------ 3/17 noticed that character rerolling has somehow disappeared?!?!? ------------------ 3/28 exit find mode if character takes damage (for any reason) flush input, exit search/rest modes if creature attacks broke up line in place_object, misc2.c to avoid reported compiler bug fixed problem with range attacks vs filthy urchin, mon_take_hit returns -1 if no monster dies not 0 as before if monster in unlit area lit by ranged attack then teleports, symbol not cleared, set in mon_spell_cast, set cast to TRUE when cast ------------------- 3/31 set_lightning_destroy was returning the inverse set in generate.c, change "doorptr <= 100" to "doorptr < 100", so that array doorstk[100] accessed correctly ------------------ 4/6 off by one error in place_trap call in vault_trap in generate.c ------------------ 4/16 increase dam/increase ac rings were setting cost incorrectly in misc1.c ------------------ 5/1 salt water not clear POISONED message, call cure_poison instead of clearing poisoned flag lose_exp takes off one too many mana points, wasn't rounding correctly in death.c, print out 'mighty Queen' if female character can 'kill' the program twice to get two save files, added var that only allows one signal handler to execute fixed use of reset_flag for free moves, for many commands cure blindness does not redraw monsters, added creatures(FALSE) call to dungeon.c eliminate any abs that calls randnor (misc1.c), since abs may be defined as a macro off by one bug for all player_exp references, could not reach level40, con_adj() used before class adjustments to abilities made in create.c, so I moved it afterwards bless prints max hit points, dungeon.c, the calls were deleted ------------------------ 5/4 changed version number to 4.86, first diffs sent out ----------------------- 5/6 fixed recharge in spells.c, did not redraw srceen properly ----------------------- 5/7 in dungeon.c, moria1.c, moria2.c, scrolls.c, substituted INVEN_* constants in dungeon.c, fast code called msg_print before slowing player, creative killing could make character permanently hasted ------------------------- 5/10 after save character, set a global so that will not save again if catch a signal exchange x command should report 'can not wield heavy weapon' gain_level problem, could reach level 41 with ^J, change player_max_exp in main.c so that this won't happen, also changed player_exp[39] in var.c ------------------------ 5/17 fix typos in misc2.c, io.c, dungeon.c, store2.c, moria2.c to get program to compile ------------------------- 5/18 fixed typo 'of' -> 'or' in dungeon.c another savefile/signal problem, set char_saved before sleep more 'do action before calling msg_print' bugs in dungeon.c fixed, see 5/7 level 50 objects never created, make t_level 51 element array instead of 50 bashing effects (stunned) not cumulative ------------------------- 5/20 added some SYS III notes to INSTALL lamp fill messages added to moria2.c, to make it more informative when player overeats, he is temporarily slowed modified objects in treasure1.c and magic_treasure() in misc1.c so that all object pluses are part of name changed subval of mush so that it is not same as slime mold cast which spell? message does not go away if hit escape, fixed get_spell erase_line now clear msg_flag if row == 0 now save stack of last ten messages, changes to io.c and dungeon.c original commands changed, wiz pass ^P -> ^W, last message ^M -> ^P, create object ^W -> ^Q, ^M did not work on Ultrix for last message cloaks incorrectly priced, misc1.c was adding 100*to_ac to cost, this add is done in store1.c treat boots like other armor, add to disenchant list in creature.c turn over store contents every 1000 turns, if not on town level ------------------------- 5/21 only print monster name if visible, moria2.c: throw_object() creature.c: confuse monster check in make_move() spells.c: sleep_monster1(), fire_bolt(), hp_monster(), drain_life(), speed_monster(), confuse_creature(), sleep_monster(), wall_to_mud(), poly_monster(), speed_monsters(), sleep_monsters2(), dispel_creature(), turn_undead(), lite_line() cast which spell? prompt cleared when ask for list of spells, misc2.c fix spells.c so that all spells return TRUE when they should create food no longer destroys object under player ------------------------- 5/22 add -cont.- message to store display, store2.c ``There is something there already'' *before* asking which drop item, moria2.c ------------------------- 5/24 added panic_save, don't save scores for games from panic save files modified death.c save.c signals.c could 'ESC' from learn_spell without learning a spell, misc2.c area_affect() moria1.c, exit immediately if clear find_flag ------------------------- 5/25 change prt_field in misc2.c to only pad to 13 char, avoid Ultrix display prob delete unnecessary space in prt_num in misc2.c, avoid Ultrix display prob more mods to the repeat old message code change create object command from ^Q to @ because of problems with control-flow ----------------------- 5/26 don't flush keyboard buffer in create.c, inkey_flush no longer used anywhere ifdefs SLOW around sleeping code, so that it is optional allow much longer names to be entered to create command, wizard.c clear store -more- message when number of items drop below 12 eliminate large number of uses of the strings " " and "" looking at shop entrance was giving: you see no more The entrance to the magic shop.. changed version number to 4.87 increased stack to 20 messages fixed spacing of equipment list header in file_character(), files.c stop run at edge of screen, changed get_panel in moria1.c add store_maint() call when restore save file, one for every day the file is old ------------------------- 5/27 fixed *enchant armor* so that it randomly picks an object to enchant, scrolls.c fix town_gen() of generate.c so that stairs always put in same place in msg_print() of io.c, clear find flag to terminate a run made sure that documentation race/stat class/stat adjustments corresponded with the program the save adjustments based on classes were all wrong mages fos (i.e. perception) was too high (i.e. bad) added range adjustments to stealth and perception, so that display of this abilities gave better results, misc2.c files.c ------------------------- 5/28 added character rerolling again to create.c fixed indentation of race and class choices in create.c added zillions of register declarations eliminated the three different Makefile, put all configurable stuff in config.h ------------------------- 6/1 when spell casters lose exp, they lose spells too quickly lose spell when: not high enough level, num spells more than int allows should lose spells when lose int/wis brought all miscellaneous documentation files up to date store_open and turn changed back to worlint/int for save file compatibility reasons put new version on ucbarpa, and announced it on the net ----------------------- 6/3 when removing item in wear() moria1.c, do it after inven_destroy, otherwise inventory may increase to 23 objects thereby overwritting wielded obj add message about void/int declaration of signal() to signals.c ---------------------- 6/4 added message about gcc needing -fwritable-strings to Makefile and INSTALL reworked Makefile to make it easier to use ---------------------- 6/6 fix check_pwsd in misc2.c, was strcpy 12 char (13 with \0) into 12 char array ----------------------- 6/9 added separate SYS_III and SYS_V defines to config.h added indirection to function call in spells.c, damage() -> (*damage)() fixed initialization of damstring in gold_list, treasure2.c ------------------------ 6/14 updated README and INSTALL documentation new Flexnames sed file for 4.87 umoria, created by shortc add refresh call to shell_out, move duplicate code in dungeon.c into shell_out SYS_III compiler gives register allocation errors for *= and /= operators only 23 of them, so I removed them all ---------------------- 6/27 treasure1.c: rings of weakness are now initially cursed spells.c: cdefense & 0x80000000 should be cmove, correct comments many files, check places where find_flag cleared and make sure move_char(5) is called if necessary, particularly msg_print caused a problem --------------------- 6/28 Makefile: updated dependency list for .c files many files: change move_char(5) to move_light(char_row, char_col, char_row, char_col), avoid problems with potential recursive calls to move_char() Working on: Cheating/Tricks: should potion stat increase (in_statp) be based on cstr (including ring plus) or on the characters base str (without ring plus) presently cstr which allows cheating by manipulation of cstr should de_statp be changed also? should de_statt followed by in_statt increase stat to next 18/xx mod 10? grape jelly trick, restore levels take you back to old hit point levels or give new levels based on current stats? can circle monsters, by only using diagonals in a diamond shape Things to be fixed: check plurals "~" in object names, esp. Pint in treasure2.c make get_panel run stops user customizable? objects in outside corners do not stop run moria1.c: area_affect does not need to check "if (find_flag)" carefully check everyplace that clears find_flag, there are a lot of unnecessary checks, perhaps even some recursive calls to move_char check setting of moria_flag in dungeon.c, esp. after restore_char () add "moria ^file" option to automatically do wizard restore, do the umask calls in the program instead of forcing user to type them don't ask for quit on char '\0', should instead ignore it check for EOF when reading characters complaint that a hangup (kill -1) results in a game whose score will no longer be posted to the scoreboard resting should have small but finite chance of waking a monster perhaps check once every 10 turns against randint(6) > stealth cursor should be positioned somewhere before each inkey call all npc spells should print descriptive message allow rerolling after choose race/class remove "clear" from random potion names? pad should take a char not a string print a number with the repeat_msg command Message line overextending into second line should be erased identify staffs/wands as having zero charges, when they run out ``can't carry that much weight'' before ``that many items'' is wrong? I like it the way it is now, though still too slow on i/o, perhaps rewrite to avoid refresh() calls? perhaps use only motion optimization stuff? Dot tunneling command encrypt info before writing it to the save file perhaps xor with stat buffer dprint in death.c is stupid!! prt_map in misc1.c is stupid!! draw_block and sub2_move_light is pretty stupid also, in moria1.c!! problems reported with many calls to detect_sdoors, I think this is a result of the vault_trap bug fixed 4/6 subval, missile_ctr could be short ints note that some armor can decrease to-hit values in docs, should these be displayed in name? missing amulets, 1-4 strength, constitution, intelligence, dexterity missing rings 5-6 gain wisdom, gain charisma note that missing rings/amulets are disjoint missing staff 9 genocide missing staff 24 mass_genocide high level offensive spells give have a far lower damage/mana ratio than magic missiles how to abort run on systems without ^C? perhaps some ifdefed code which does no-blocking I/O for them? add death due to starvation wielding heavy wepaons, fix + to hit on screen? don't let dragons breathe on first attack, AMHD is nasty especially after the screen changes to the next panel checking both ((!m_ptr->ml) or (!see_invis && mon invis)) is probably redundant when determining whether or not player can see a monster list of spell books not cleared when get cast which spell? prompt should we call m_name if spell only applies to visible creatures? many spells do not print desciptive comment, aggravate_monster for instance stores: haggling gets very boring add prompt to fix price of all objects with same starting price always go to minimum price after player has exhibited his excellence at haggling when moving on objects, say what character moved onto (like rogue) be able to move onto objects without picking them up (like rogue) for throw command, ask for direction first (like rogue) SYS V does not lock scoreboard when changing it compressing save files would make many people happy it is pretty easy to defeat the file protection mechanism, should I toughen it up? if amulet raises stat over 118, stat will be lowered (more than it should be) when take amulet off, fix this by having 4 values for each stat this file should be in reverse chronological order! clonning shimmering molds, one droppped a chest, went over to search chest, panic save, get panic save everytime restore character, this may be related to old trap generation problem fixed 4/6 weight problem reported, character can not pick anything up? what if can't write into current directory? (saves files, etc.) should detect monster work on invisible creatures if have see invisible ability from ring/sword/etc.? does not understand ~ in path names loss of strength doesn't force you to drop items in general, loss of an ability should have many affects, non of which are implemented, for example, lose of intelligence should cause a mage to lose spells cases of permanent slowness reported? add user name to scoreboard? also add points and experience to scoreboard change cost in sell_haggle to a long change item_value to return a long change turn to a long store_open should be a long use of reset_flag for free moves still a little inconsistent fix save files to include obj desc, then only need one random number generator which can use table program replace magic numbers with constants name objects if use did not identify them add a pull-back map command like the PC version, display entire map on screen only showing important features, like stairs Very Hard things to add: recenter character on screen? can't look in any direction, only in the 8 dirs can't cast in any direction, Long term stuff, enhancement suggestions: give player something to do with money, i.e. 1Million gp for a HA +10 +10 sword 'flavor' the levels, dragons on one level, undead on another, etc. what's been discovered list use environment variables to specify rogue-like/original keys use environment variable for default save file add option to restore files from default save filename commands not close enough to rogue style fixed item lettering in inventory, in-line/cmd-line options? scoreboard have all scores, not top twenty command line option to print out times open can't drop, identify, pick up, or throw items in equipment list Y destroy command, allow destroy from equipment list let o, c, D commands automatically pick direction when they can give rogue's a chance to steal, e.g. let monsters carry items that they pick up give magic users a chance at pre identifying scrolls could use a help system, like VMS version make scroll of identify more common, to help non-MU character classes Features: hero/superhero do not subtract hit points when effect wears off WOR scroll can save you with minus hit points!! detect monster does not detect invisible monsters (normally) can hit monsters in walls, but can not cast at them can not enchant something with negative numbers (i.e. cursed items) how does armor protect against breath/gas? it doesn't!!! run stops one character before room lights, because it is supposed to