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- 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
-