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- :::::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
-