▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒ ▒▒▒ ▒▒▒ F o u r k T O D O L i s t s : ▒▒▒ ▒▒▒ ▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒ ▒▒▒ 4.3.0.4 : ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒ ▒▒▒ * Find a way to compile on Windows again. ▒▒▒ ▒▒▒ * Increase the retry count on VS placement, try to make it not put the VS too close to the map edge. ▒▒▒ ▒▒▒ * Test what happens when polyselfing into a python while wearing body armor. ▒▒▒ Raisse suggests you should "slither" out of it, rather than breaking it. ▒▒▒ ▒▒▒ * Figure out why autoexplore is a problem for scurriers. Also travel. ▒▒▒ ▒▒▒ * Your conscious should not "bother you a little less" if your alignment ▒▒▒ record is as high as it has ever been. Change the wording in that case. ▒▒▒ Perhaps "You feel somewhat more [lawful/neutral/chaotic]." ▒▒▒ ▒▒▒ * Scurriers versus shop walls. ▒▒▒ ▒▒▒ * Bats should have see-in-the-dark, same as Gnomes. ▒▒▒ (Ideally they should also see around corners, but that'd be harder to implement.) ▒▒▒ ▒▒▒ * Nix the random-on-consumption rotten food mechanic. ▒▒▒ ▒▒▒ * Introduce guaranteed potions of hallucination at Delphi (so players who choose to ▒▒▒ do so can use them to dodge the luck penalty in Sokoban). ▒▒▒ ▒▒▒ * 22:06 < Tangles > Error: Couldn't load "garden-2.lev" - making a maze. ▒▒▒ I absolutely cannot reproduce this here. Both versions of the garden work as intended here. ▒▒▒ Additionally, Travis does not report any unexpected problems building them. ▒▒▒ ▒▒▒ * 10:37 < Tangles > Some observations... Combat messages sometimes refer to you in the ▒▒▒ 3rd person "the dwarf thrusts his dagger at the valkyrie". ▒▒▒ ▒▒▒ * 08:36 < FIQ > jonadab: you screwed up the ordering of parameters in turn undead instadeath ▒▒▒ 08:36 < FIQ > it kills the user, rather than the target ▒▒▒ ▒▒▒ * Find some way to compile on Windows, even if it ▒▒▒ involves Cygwin and exotic dependencies. ▒▒▒ ▒▒▒ * Throwing food at a starving tame monster should not revert it to peaceful. ▒▒▒ ▒▒▒ * Audit impact_drop(), the code wherein objects fall down stairs when ▒▒▒ a thrown object hits the pile. We think there may be at least ▒▒▒ two bugs in it. For details, see the log of #nhfourk from ▒▒▒ 2016 May 13th, starting at 8:30am. Pay special attention to ▒▒▒ what we noticed around 9:31. ▒▒▒ ▒▒▒ * FIQ says the nasty() message in MGC_SUMMON_MON is redundant and results in ▒▒▒ the duplicated message that has been reported. ▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒ ▒▒▒ 4.3.0.5 : ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒ ▒▒▒ * Make the gameplay mode option not offer challenge mode until it's unlocked. ▒▒▒ ▒▒▒ * Allow two-handed weapons to be enchanted to +10. ▒▒▒ ▒▒▒ * Enchanting a weapon to +5 or higher should identify its enchantment level. ▒▒▒ ▒▒▒ * Ensure that runics interact reasonably with stacking. ▒▒▒ ▒▒▒ * Make it possible to trigger traps by throwing objects onto them. ▒▒▒ + arrow/dart trap: ▒▒▒ + falling rock trap: a rock falls ▒▒▒ + squeaky board: if the object is heavy enough, you hear a sound ▒▒▒ + bear trap: sets off the trap (equivalent to untrapping it) ▒▒▒ + land mine: explosion, of course (the object gets blown to a new location) ▒▒▒ + rolling boulder trap: duh ▒▒▒ + sleeping gas trap: flavor text and reveal if you can see the trap tile ▒▒▒ + rust trap: water damage the object ▒▒▒ + fire trap: fire damage the object ▒▒▒ + pit, spiked pit: object lands in pit, reveal pit ▒▒▒ + hole, trap door: object falls through ▒▒▒ + vibrating square: object vibrates if you can perceive it ▒▒▒ + teleportation trap: object teleports ▒▒▒ + level teleporter: object is levelported ▒▒▒ + magic portal: object goes through to other level ▒▒▒ + web: object gets stuck ▒▒▒ + statue trap: statue comes to life ▒▒▒ + magic trap: ? ▒▒▒ + anti-magic field: if object is magical, umm, ? ▒▒▒ + polymorph trap: object is polymorphed; chance of using up the trap ▒▒▒ + stinking cloud trap: duh ▒▒▒ ▒▒▒ * Make chameleons' ability to hold their form depend on how close it is to being ▒▒▒ level-appropriate: short duration if it's much too high or low, longer if it's close. ▒▒▒ ▒▒▒ * Rebalance spellbook frequency (now that the spellbook polymorph bug is fixed). ▒▒▒ ▒▒▒ * Check the case of cursed-confused enchant armor on scaled armor. ▒▒▒ ▒▒▒ * Check the case of enchanting scales with no body armor under, while unchanging. ▒▒▒ ▒▒▒ * Make sure blindness is handled correctly in read.c when applying sales to armor. ▒▒▒ ▒▒▒ * Runics: ensure that differently-runic items don't stack. ▒▒▒ ▒▒▒ * Decide whether to implement some or all of my Alchemy proposal. For feedback, ▒▒▒ https://www.reddit.com/r/nethack/comments/5e1taf/request_for_comments_solventsolute_alchemy/ ▒▒▒ See also rgrn and my logs from #nethack-dev starting on 2016-Nov-20. ▒▒▒ ▒▒▒ * 12:52 < jonadab > Hmm, what if the cost of protection from a priest scaled not (or not only) with your ▒▒▒ experience level, but with how many times you have already bought protection? ▒▒▒ 12:53 < jonadab > Hmm, then players would want something in the ctrl-x screen to tell them how much they've bought. ▒▒▒ 12:55 < jonadab > Actually, is there a reason that isn't in the conducts list? "You have bought 3 points of ▒▒▒ protection, starting on turn 12432." ▒▒▒ ▒▒▒ * Cherry-pick the shopkeeper price rounding fix (for even numbers) from 3.6. ▒▒▒ ▒▒▒ * See lycanthropy discussion from 2016 Oct 25 in #nethack-dev, culminating ▒▒▒ around 20:00. Short version: make transformations happen less often, ▒▒▒ and make you invulnerable for a few turns after turning back to human, ▒▒▒ flavored as a fear effect. ▒▒▒ ▒▒▒ * "thunderous voice booms through the caverns" could benefit from some ▒▒▒ conditional logic, e.g., outdoor levels should not be called caverns, ▒▒▒ nor likely should mazes... ▒▒▒ ▒▒▒ * Look through init_objects() and familiarize myself with it. I believe ▒▒▒ this may be where randomized object appearances are handled. ▒▒▒ ▒▒▒ * Either add random appearances or remove some pointless items so that ▒▒▒ more object classes have the not-all-appearances-get-used-every-game ▒▒▒ dynamic. Currently, scrolls are the main case of this, and wands by ▒▒▒ a narrow margin. For dragon halls to not always have the same class ▒▒▒ of item for their by-appearance thing, it would be good to have this ▒▒▒ situation also obtain for potions, books, and rings. ▒▒▒ + possible potion appearances: muddy, icy; creamy, sticky, foaming, viscous, violet, deep blue, gray, amber ▒▒▒ + possible ring appearances: wedding, ridged, glass; class, dime store, bone, scarab, ceramic, signet, intaglio, mood, promise, puzzle ▒▒▒ + possible book appearances: dark, black, wide, long, spotted, torn; striped, maroon ▒▒▒ ▒▒▒ * Fix the bug wherein going into the options causes crashes. ▒▒▒ (This is believed to be related to achievement unlocking.) ▒▒▒ ▒▒▒ * Make sure monsters can't wear armor too large or small for them. ▒▒▒ (Not sure if boots and cloaks and gloves are handled yet.) ▒▒▒ ▒▒▒ * Allow wielded non-weapons to be fooproofed with confused scrolls ▒▒▒ of enchant weapon. Consider allowing wielded chargeable non-weapons ▒▒▒ to get from non-confused reading the number of spe points a weapon would. ▒▒▒ ▒▒▒ * Give each item a generation LEVEL, in addition to its frequency. ▒▒▒ Set it up so that the absolute value of the difference between an ▒▒▒ item's level and the current dungeon level determines the probability ▒▒▒ that mkobj (when deciding what to make at random) will reroll. ▒▒▒ ▒▒▒ * Run the testbench and fix whatever it finds. ▒▒▒ ▒▒▒ * Fix all those format warnings. ▒▒▒ ▒▒▒ * Generalized infrastructure for special vulnerabilities, which can be used for: ▒▒▒ + silver-sensitives ▒▒▒ + elves (iron) ▒▒▒ + undead (blessed) ▒▒▒ + ??? (cursed items) ▒▒▒ ▒▒▒ * Make pickup_thrown (at least optionally) work when autopickup is off otherwise. ▒▒▒ ▒▒▒ * Look into the "A a boulder bounces" bug (probably channelization-related). ▒▒▒ ▒▒▒ * Figure out what further buffs to do to martial arts, if any. ▒▒▒ ▒▒▒ * Add bears. ▒▒▒ ▒▒▒ * Create multiple versions of Delphi, with minor subtle differences. ▒▒▒ ▒▒▒ * Expand the number of versions of the Labyrinth just above the Castle. ▒▒▒ ▒▒▒ * Add a couple new versions of the Garden. ▒▒▒ ▒▒▒ * Expand the numbers of versions of Yeenoghu's and Dispater's lairs. ▒▒▒ ▒▒▒ * Introduce a couple of guaranteed scrolls of taming somewhere _fairly_ early. ▒▒▒ ▒▒▒ * Dream up another couple versions of Mine's End. ▒▒▒ ▒▒▒ * Rebalance spellbook prevalance in light of the C343-149 fix. ▒▒▒ ▒▒▒ * Make pickup_thrown able to work when autopickup is off otherwise. ▒▒▒ ▒▒▒ * K-Mod commits I might consider cherry picking: ▒▒▒ + Fooproofing wielded non-weapons, see 56f511b72c36d0e1 ▒▒▒ + Consider: d0c9cf1f691f (shopkeepers pick up gold they step onto) ▒▒▒ + Artifact short sword, Insanity's Edge? 6aad300322 and e07ad1b1270. ▒▒▒ + Resistance vs Immunity, see also (part of) fac2c6dd7dd for poison res. ▒▒▒ + Two-weapon balance issues, see c20d51ca1c152cd7. ▒▒▒ + Two-handed weapon balance, see 4ff7364914cb46 ▒▒▒ + Minor pickup_thrown bug, see dfddd28fdff213 ▒▒▒ + Monster balance. Balrog buff, see c4d52d7a9bf4a ▒▒▒ + Lava, see also 0580753ef5983, 56f511b72c36d ▒▒▒ + Items shouldn't spawn on holes, see 6381113dd84ba7 ▒▒▒ + Player HP regen, consider 4ff7364914cb46 and maybe tweak. ▒▒▒ ▒▒▒ * Separate Def into distinct Arm (Armor) and Ev (Evasiveness) stats. ▒▒▒ Make Ev your chance to avoid being hit at all, and make Arm just be damage reduction. ▒▒▒ Some (heavy) armor would have an Ev penalty, so it's a trade-off; enchantment might reduce this? ▒▒▒ ▒▒▒ * Implement the Middle Gehennom generator and Fire Pits. ▒▒▒ ▒▒▒ * Figure out which letter to clear for golems. ▒▒▒ ▒▒▒ * Consider implementing a couple of plants. Look at the ▒▒▒ ones in dnethack and pick out the most interesting. ▒▒▒ ▒▒▒ * Are all the q really distinctive enough to stay? ▒▒▒ ▒▒▒ * Decide what to do about the Kops ▒▒▒ ▒▒▒ * There really ought to be a second viable strategy (other than reflection) ▒▒▒ for dealing with an early black dragon. ▒▒▒ ▒▒▒ * Find a way to make zombies interesting, even if it's ▒▒▒ unbalanced and terrible and wrong. They've been boring ▒▒▒ for too long, and we must overcome the inertia. Maybe ▒▒▒ it'll be easier to steer them once they're moving. ▒▒▒ ▒▒▒ * Move sea creatures off ;, perhaps to z (zeamonsters). ▒▒▒ ▒▒▒ * Implement alternate versions of more special levels, ▒▒▒ including the Sanctum. ▒▒▒ ▒▒▒ * Implement the nethack-mapgen-lower-mines-with-closets.pl algorithm. ▒▒▒ Use it sometimes (maybe 1/3) in deep Mines levels (last 2-3 levels ▒▒▒ before Mine's End). ▒▒▒ ▒▒▒ * Squeeze lines out of rogue quest home, ranger quest home. ▒▒▒ ▒▒▒ * Implement banshees ▒▒▒ ▒▒▒ * Replace scroll of food detection with scroll of silence. ▒▒▒ ▒▒▒ * Consider making monsters more likely to generate asleep ▒▒▒ if they are higher-level (relative to your current monster ▒▒▒ level generation difficulty figure). ▒▒▒ ▒▒▒ * Fine-tune the balance of sleep, including Valerian, and ▒▒▒ of stealth. ▒▒▒ ▒▒▒ * Consider changing the 18->18/**->25 progression for Str. ▒▒▒ ▒▒▒ * Consider using the L Town generator (297 on Bilious) to ▒▒▒ generate the Black Market, perhaps. ▒▒▒ ▒▒▒ * Consider making the Mines below Minetown generate items ▒▒▒ of slightly higher quality than above Minetown. ▒▒▒ ▒▒▒ * Track how much gold is generated, and diminish the amounts ▒▒▒ generated as the total increases. Be stingier with monster ▒▒▒ inventory gold than floor gold (because the number of levels ▒▒▒ is strictly limited). Consider also tracking the ultimate ▒▒▒ fate of gold by category (held by monsters, sitting on the ▒▒▒ ground somewhere, in a container, destroyed, etc.) ▒▒▒ ▒▒▒ * Fine tune the balance on the Pw regen formula, especially ▒▒▒ as regards Sylphs. ▒▒▒ ▒▒▒ * Make being stormprone work on monsters. ▒▒▒ ▒▒▒ * Giants should wield even two-handed weapons in one hand. "You heft ▒▒▒ the mighty [weapon] in your hand. Yes, that will do." If it then ▒▒▒ gets cursed, it's welded to the hand, but the other hand is free. ▒▒▒ They can even use a shield in the other hand (but probably not ▒▒▒ another weapon, and certainly not another two-hander). ▒▒▒ ▒▒▒ * When a shopkeeper pushes another monster out of the doorway in order to stand in it ▒▒▒ himself to block the player, he always calls the monster "scum", regardless of what ▒▒▒ kind of monster it is. shk.c line 3656. Investigate whether this can be improved. ▒▒▒ ▒▒▒ * Also, in 3.6, pay_for_damage() checks to see if the shopkeeper is an animal, and ▒▒▒ takes this into account in various ways. Investigate whether I ought to cherry-pick ▒▒▒ some or all of that fix; if so, note that 5bb3e0142, already cherry-picked, interacts with it. ▒▒▒ ▒▒▒ * Implement sirens and banshees. Place sirens in the Garden. ▒▒▒ ▒▒▒ * Import Aphrodite from a variant that has her, for her statue in the Garden. ▒▒▒ ▒▒▒ * teach body_part about "teeth" (and fix the TODO in sounds.c). ▒▒▒ ▒▒▒ * Look at DynaHack's skill progress bars. ▒▒▒ ▒▒▒ * Consider adding a page to Ctrl-x with information about what ▒▒▒ is good and bad for your alignment record given your current ▒▒▒ race/role/alignment combination. ▒▒▒ ▒▒▒ * Consider, and if necessary tweak, the balance of speed. ▒▒▒ Also, make intrinsic and extrinsic and temporary speed stack ▒▒▒ for monsters, same as for players. ▒▒▒ ▒▒▒ * Check whether the "You hear" part of the Valley arrival message checks deafness. ▒▒▒ ▒▒▒ * Put serious thought into giving the negative potions more uses than ▒▒▒ blanking. After midgame, you always have far more holy water than you ▒▒▒ have any real use for, because far too many potions have no other real ▒▒▒ use. This takes away the need for the player to decide how to use ▒▒▒ resources: you just blank all the useless potions and bless everything ▒▒▒ that could conceivably benefit from being blessed. This should remain ▒▒▒ a possible strategy, but there should be other reasonable options. ▒▒▒ ▒▒▒ * Rebalance body armor ACs and weights. ▒▒▒ ▒▒▒ * When stuck in lava, levitation should prevent you from sinking in any deeper. ▒▒▒ ▒▒▒ * Consider making early-game poison instadeath, when you're too low-level ▒▒▒ to have a level drained, drain other stats instead, like HP, PW, Str, Con. ▒▒▒ FIQ says divine anger does this. ▒▒▒ ▒▒▒ * FIQ says that if you're level-drained below XL1, you can get something like ▒▒▒ "The vampire hits! Do you want your possessions identified? [ynq]" ▒▒▒ ▒▒▒ * Eliminate the "snake" monster. Consolidate water moccasins into pit vipers. ▒▒▒ Ensure none of the snakes are using red, black, or yellow as their color. ▒▒▒ ▒▒▒ * The lostalign conduct may have a bug: do_wear.c changes u.ualign.record, ▒▒▒ setting it to -1, for helm of opposite alignment, without breaking the conduct. ▒▒▒ ▒▒▒ * Peaceful monsters encountering a player-made trap should not become ▒▒▒ angry if the trap can't have any impact on them (e.g., flying over ▒▒▒ a hole, spiders on webs). ▒▒▒ ▒▒▒ * Perhaps cursed gain level should simply deposit you on the down stairs ▒▒▒ (of the level above) if you have the Amulet. ▒▒▒ ▒▒▒ * Improve the spoilers for playable races and roles, even if it means ▒▒▒ having a section written by hand. ▒▒▒ ▒▒▒ * Look at dnethack's skill progress indicators. ▒▒▒ ▒▒▒ * Haste self should give permanent, not temporary, speed. Perhaps ▒▒▒ intrinsic at low skill levels, extrinsic or both at high levels. ▒▒▒ ▒▒▒ * After some players play .4 a bit, decide if the speed formulae ▒▒▒ require further revision for balance. ▒▒▒ ▒▒▒ * Reconsider unicorn horns. Why do they heal raven blinding? Why ▒▒▒ do they completely trivialize restore ability? ▒▒▒ ▒▒▒ * Consider adjusting the naming formula for randomly-named positively ▒▒▒ enchanted weapons. hackedhead argues that "sword named Sword of Virtue" ▒▒▒ is terrible, breaks the fourth wall, doesn't scan right, and any other ▒▒▒ negative thing he can think of to say about it. Admittedly, I can see ▒▒▒ how "a sword named Virtue" could be considered better. Consider. ▒▒▒ ▒▒▒ * Evaluate whether chest traps need to be rebalanced. ▒▒▒ ▒▒▒ * Racial-weapon chest contents (e.g., dwarvish spears if you are a dwarf) ▒▒▒ should probably be substituted out for something else if you are ▒▒▒ restricted in the corresponding skill. For example, a Dwa Arc gets ▒▒▒ dwarvish spears but is restricted in them. Either that, or else this: ▒▒▒ 09:56 < hackedhead > no. i mean, for every racial weapons that exists, the relevant ▒▒▒ should be allowed to reach basic in the corresponding skill ▒▒▒ 09:57 < hackedhead > so dwarves should be able to reach basic in spear, short sword. ▒▒▒ 09:57 < hackedhead > orcs: dagger, spear, bow ▒▒▒ 09:57 < hackedhead > elves: dagger, spear, bow, broadsword ▒▒▒ ▒▒▒ * Really, really ought to figure out how to make it so a special (.des) level's ▒▒▒ max x and y coords can be smaller than ROWNO and COLNO. Levels that need this ▒▒▒ include the Castle (else you can bypass), Yeenoghu's (ditto), Dispater's (ditto), ▒▒▒ Creektown (with large ROWNO, the creek stops abruptly; with large COLNO, the ▒▒▒ pieces don't fit goether correctly), and probably some others. Additionally, ▒▒▒ the BingeHack castles and one of the 3.6 Medusa levels trigger a place_lregion ▒▒▒ bug, and limiting their size might solve that too. ▒▒▒ ▒▒▒ * Implement the monster-vs-monster side of passive displace (jitterbug), and maybe ▒▒▒ the monster-vs-player side as well (if I can think of a way to test that). ▒▒▒ ▒▒▒ * Quasits are still boring. Do something. ▒▒▒ ▒▒▒ * Make mvm and uvm poison instandeath work like mvp poison instadeath. ▒▒▒ ▒▒▒ * Give scurriers a movement point rebate when moving onto a tree tile. ▒▒▒ ▒▒▒ * 16:51 < FIQ > jonadab: your method of exposing traps with magic mapping will not work correctly on plane of water ▒▒▒ ▒▒▒ * Implement the Druid role. ▒▒▒ ▒▒▒ * Should orcs have hooves, rather than feet? (If so, should they be able to wear boots?) ▒▒▒ Should they have snouts, rather than noses? ▒▒▒ ▒▒▒ * Report various levels of speed (including being slowed, or slowed and ▒▒▒ hasted, etc) reasonably in both enlightenment and end-of-game dumps. ▒▒▒ ▒▒▒ * Perhaps randomly-generated spellbooks should be biased toward low ▒▒▒ spell levels if generated on a low dungeon level. ▒▒▒ ▒▒▒ * Make strange object m (in an otherwise unused color), then repurpose their ▒▒▒ former symbol for instruments. Rework tools to avoid reusing colors more ▒▒▒ than is necessary. FIQ has a start (which doesn't split off instruments ▒▒▒ and so probably needs tweaking), q.v. below. ▒▒▒ ▒▒▒ * 08:12 < FIQ > jonadab, certain forms of resistances should be foolproof in challenge mode too... ▒▒▒ 08:12 < FIQ > e.g. taking fire damage as a fire vortex makes no sense ▒▒▒ ▒▒▒ * grep the codebase for TODO comments and deal with some of them. ▒▒▒ ▒▒▒ * Jackals won't wade into shallow water to reach and attack me. _Maybe_ ▒▒▒ that's ok for jackals, but check that it doesn't happen for larger foes. ▒▒▒ ▒▒▒ * For 4.3.0.4, I bumped monster HP regen from every 20 turns to every 8 ▒▒▒ turns (commit 61efee7b811a93). After .4 gets some play testing, evaluate ▒▒▒ whether this is enough (see FIQ's comments lower down about pets attacking ▒▒▒ floating eyes). ▒▒▒ ▒▒▒ * Make trollsbane turn gremlins to dust. ▒▒▒ ▒▒▒ * Make dipping any negatively-enchanted thing in a potion of restore ability ▒▒▒ bring it up to +0. Including unicorn horns. ▒▒▒ ▒▒▒ * Do a fresh batch of new Oracle and/or fortune cookie hints about new features, ▒▒▒ and review the existing ones for continued accuracy. ▒▒▒ ▒▒▒ * Decide what to do about hidden corridors and secret doors. (Lots of ideas below.) ▒▒▒ ▒▒▒ * Make lenses grant automatic searching when worn. ▒▒▒ ▒▒▒ * Consider cherry-picking pool rooms from Dyna, and look at its special levels. ▒▒▒ ▒▒▒ * Do a bunch of playtesting with steeds. If they die all the time, figure out ▒▒▒ what to do about that. ▒▒▒ ▒▒▒ * Test using the PYEC to unlock stuff, see comments below. ▒▒▒ ▒▒▒ * Allow fireproof scrolls to be wished for, and make them actually ▒▒▒ fireproof. Ensure that blanking/writing don't alter their fireproof ▒▒▒ status. Decide whether to allow creating them by any other means. ▒▒▒ ▒▒▒ * Allow any random object to be fooproofed when wielded, using a scroll ▒▒▒ of enchant weapon, in the same way as it is done for a weapon. ▒▒▒ Fooproofed items should be entirely protected from elemental damage ▒▒▒ (wetting/blanking, shock, fire, cold, etc.) ▒▒▒ ▒▒▒ * Make some (limited) armor that gnomes and scurriers can wear; ▒▒▒ consider doing the same for giants. ▒▒▒ ▒▒▒ * Implement dress shirts, give them to librarians. Consider what other ▒▒▒ equipment they should get. ▒▒▒ ▒▒▒ * Consider adding a ring of speed, as an alternative to speed boots. ▒▒▒ ▒▒▒ * Keep stats on how many game turns are spent on various multi-turn ▒▒▒ activities (digging, for instance). Dumplog it. ▒▒▒ ▒▒▒ * When rings go down a sink, something about the message ought to hint at the possibility of recovery. ▒▒▒ ▒▒▒ * Make potions of oil a bit more common, or put them in some monster's ▒▒▒ starting inventory, or something, so they can be used for weapon repair. ▒▒▒ Or introduce pools of oil so potions can be #dip-converted to oil. ▒▒▒ ▒▒▒ * Make sure troll corpses aren't too old to eat before they're too old to revive. ▒▒▒ ▒▒▒ * Make some weapon skills harder to learn than others, either in terms of ▒▒▒ practice required, or skill points invested, or both. ▒▒▒ ▒▒▒ * Make katanas use a different skill from long swords. ▒▒▒ ▒▒▒ * Test attacking floating eyes as a raven, for message weirdness. ▒▒▒ ▒▒▒ * Implement the autounlock feature as in DynaHack. ▒▒▒ ▒▒▒ * Allow hezrou to see through and in stinking clouds. (Maybe give them intrinsic astral vision?) ▒▒▒ ▒▒▒ * Look into probing schrodinger's cat (see comments below). ▒▒▒ ▒▒▒ * Add xlog and dumplog tracking for how many turns you suffered various ▒▒▒ status effects (blindness, hallucination, confusion, stunning), similar ▒▒▒ to conduct tracking but in a separate field. ▒▒▒ ▒▒▒ * Make charged ring of searching increase your search radius. ▒▒▒ ▒▒▒ * Make Valerian less OP somehow. Perhaps sleep is too OP. ▒▒▒ ▒▒▒ * Look at how the lamp charging code manages to allow charging a lit ▒▒▒ lamp; use a similar toechnique to fix the issue of lit candles ▒▒▒ being impervious to fire damage. ▒▒▒ ▒▒▒ * Helm of Opposite Alignment should never be given as a sacrifice gift, ever. ▒▒▒ ▒▒▒ * Consider guaranteeing a pick-axe in the Mines somewhere. Maybe in Minetown. ▒▒▒ ▒▒▒ * Really really should enable highlighting of peacefuls to be disabled ▒▒▒ without turning off highlighting of pets. ▒▒▒ ▒▒▒ * Decide whether to cherry-pick the vampire shapeshifter stuff (sans wolves) ▒▒▒ from the 3.6 series, with all its bug fixes, A) now, B) later, or C) never. ▒▒▒ ▒▒▒ * dnethack limits the number of pets you can keep to Charisma/3. Consider ▒▒▒ whether something like this might be good (and maybe some roles or races ▒▒▒ should get a bonus, or take careful note of healer cha at least). ▒▒▒ ▒▒▒ * Consider how the Staff of Aesculalialdkjlaius should work for Sylphs. ▒▒▒ ▒▒▒ * Implement the infrastructure for runic weapons: ▒▒▒ + Runics can be wished for in wizmode only. ▒▒▒ + Randomly generated weapons that are allowed to be artifacts but the ▒▒▒ RNG doesn't make them such, get a second chance to be runic instead. ▒▒▒ Any given weapon can have at most one rune. Most have none, obviously. ▒▒▒ + Possible runes might include: ▒▒▒ - rune of fire (provides fire res when wielded; does fire damage; when dipped in shallow water, evaporates it) ▒▒▒ - rune of cold (provides cold res when wielded; does cold damage; when #dipped in a pool, moat, or shallow water, turns it to ice) ▒▒▒ - rune of poison (weapon is permanently poisoned and provides poison res when wielded) ▒▒▒ - rune of acid (weapon does acid damage and provides acid res when wielded and cannot be corroded) ▒▒▒ - rune of lightning (weapon does shock damage and provides shock res when wielded) ▒▒▒ - rune of accuracy (weapon never misses) ▒▒▒ - rune of peace (weapon always misses but also improves the odds that enemies/projectiles miss you, when wielded) ▒▒▒ - rune of magic (weapon does magic damage, like magic missile, and provides MR when wielded) ▒▒▒ - rune of action (weapon provides free action when wielded) ▒▒▒ - rune of blessing (weapon is permanently blessed and blocks the curse-items monster spell effect) ▒▒▒ - rune of damage (weapon does 1.5 times as much damage as it otherwise would) ▒▒▒ - rune of cancellation (weapon cancels monsters when it hits them, cancels potions when dipped in them, not using them up, except for holy/unholy water) ▒▒▒ - rune of rune of awareness (weapon grants automatic searching when wielded) ▒▒▒ + At game start, an array (probably in struct you) is populated providing a random rune appearance for ▒▒▒ each type of rune. Identification of these is tracked: when you see a runic weapon activate, or if ▒▒▒ you formally identify one, its rune is identified. ▒▒▒ - Possible rune appearances include: ▒▒▒ glowing rune*, square rune, curved rune, angled rune, complex rune, ▒▒▒ strange rune, simple rune, elaborate rune, ornate rune, ancient rune, ▒▒▒ dwarvish rune*, gnomic rune*, dark rune, ominous rune, explicit rune, ▒▒▒ embossed rune, raised rune, seriffed rune, stylized rune, ugly rune, ▒▒▒ beautiful rune, straight rune, looping rune, unfamiliar rune, plain rune, ▒▒▒ circumscribed rune, obscure rune, gilded rune, magnificent rune, fancy rune, ▒▒▒ gaudy rune, convoluted rune, florid rune, portentious rune, grotesque rune ▒▒▒ - A weapon with a glowing rune provides light, with a small radius. ▒▒▒ - The identity of the dwarvish rune (if this appearance is assigned to a rune) ▒▒▒ is known from game start by dwarvish players. ▒▒▒ - The identity of the gnomic rune (same caveat) is known from game start by gnomish players. ▒▒▒ + Any weapon with a rune is described as "runed" normally, and the player can (attempt to) read it. ▒▒▒ (The player can also now attempt to read runed daggers, runed broadswords, and any other "runed" weapon.) ▒▒▒ - If the weapon has a rune that is known, reading the weapon tells the player something like ▒▒▒ "The rune signifies fire." ▒▒▒ This _does_ break illiterate conduct. ▒▒▒ - If the weapon has a rune that is unknown, reading the weapon tells the player something like ▒▒▒ "There is a glowing rune, but you do not know what it signifies." ▒▒▒ This does NOT break illiterate conduct. ▒▒▒ - If the weapon has no rune as such but is "runed" because Elven, and you ARE elvish by race, ▒▒▒ then reading the weapon tells the player something like this: ▒▒▒ "The runes mark this weapon as the craftsmanship of [Elven-sounding name]." ▒▒▒ This _does_ break illiterate conduct. ▒▒▒ The name of the craftsman can be determined by object ID and modular arithmetic, given a list. ▒▒▒ - If the weapon has no rune as such but is "runed" because Elven, and you are NOT elvish by race, ▒▒▒ the attempting to read the weapon tells the player something like this: ▒▒▒ "Elven runes run down the blade. You cannot decipher their meaning." ▒▒▒ (The word "blade" may need to be %s if there are runed spears or whatnot.) ▒▒▒ - Weapons that do not have a rune and are not "runed" elven weapons cannot be read, as before. ▒▒▒ + ▒▒▒ ▒▒▒ * Update the guidebook again. ▒▒▒ ▒▒▒ * Go through my IRC-user-feedback list again and see if there's anything else in there that ▒▒▒ I want to add to this list. ▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒ ▒▒▒ 4.3.0.6 or Later: ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒ ▒▒▒ * Track the player's alignment record separately for each of the three alignments, ▒▒▒ so that HoOA can be handled reasonably. ▒▒▒ ▒▒▒ * Clear up remaining niggles with the Garden implementation, see the ▒▒▒ commit log notes on commit commit 302d5fa9072. Some of this may ▒▒▒ require levcomp overhaul and so may get pushed back further. ▒▒▒ ▒▒▒ * Make wielding and throwing separate skills for daggers and knives. ▒▒▒ ▒▒▒ * Instead of true/false, I want corridorbranch to be an enum: ▒▒▒ stop: branching corridors stop movement (except targetted travel) ▒▒▒ stop_when_exploring (default): discovering a new branch stops movement; ▒▒▒ but previously explored ones don't. ▒▒▒ keep_going: branching corridors do not interrupt movement. ▒▒▒ ▒▒▒ * Khor says, definitely look at the demon lairs in dnethack. ▒▒▒ ▒▒▒ * Move Nagas into S, freeing N for some other use. ▒▒▒ ▒▒▒ * Consider making diagonal movement between a pit or hole and ▒▒▒ something solid (such as a wall or boulder) cause you to fall ▒▒▒ into the pit or hole. Revise the Count Carefully Sokoban ▒▒▒ level (and rename it). ▒▒▒ ▒▒▒ * Implement Un-style HTML dumplogs. ▒▒▒ ▒▒▒ * Consider how long potions of hallucination should last, and, ▒▒▒ if those are nerfed a bit, what other quaff-identification ▒▒▒ deterrents could supplement them. ▒▒▒ ▒▒▒ * Consider changing the 18 -> 18/** -> 25 progression for Str, ▒▒▒ see comments lower in this file about that. ▒▒▒ ▒▒▒ * Consider adding an additional option for animation, to control ▒▒▒ the duration of the delay between frames. ▒▒▒ ▒▒▒ * Consider adding some kind of consolation special level that ▒▒▒ only generates when Ludios doesn't (accessible a different way). ▒▒▒ ▒▒▒ * Think through possible uses of restore_attrib and the ability to ▒▒▒ _temporarily_ boost or penalize the users' attributes. ▒▒▒ ▒▒▒ * Decide what to do about Minetown rules -- monsters can freely do ▒▒▒ things that would anger the Watch if the player did them. ▒▒▒ ▒▒▒ * ▒▒▒ ▒▒▒ * ▒▒▒ ▒▒▒ * Untriaged stuff follows: ▒▒▒ * Make charisma have the opposite effect on shop quotes when you are ▒▒▒ both same-race and also same-gender to the shopkeeper. (Maybe?) ▒▒▒ ▒▒▒ * 20:32 < Grasshopper_ > YANI: blessed polymorph potion allows you to choose the poly form ▒▒▒ 20:54 < jonadab > You know, as rare as those are, I think that would actually be ok. ▒▒▒ But then I remembered, polymorph is a key deterrent to quaff-identifying potions. ▒▒▒ ▒▒▒ * 13:06 < Chris_ANG > unfamilliar (and also familliar >_<) mosters turning ▒▒▒ out to be a member of your own race has been a constant ▒▒▒ problem in dNethack, right? ▒▒▒ 13:07 < Chris_ANG > I'm going to make it so that a sufficiently-well-aligned ▒▒▒ character gets a warning before doing something that ▒▒▒ would result in canibalism or same-race sacrifice. ▒▒▒ ======================================================================== Dev Team commits to look at at some point [reverse chronological order]: ======================================================================== [git log perused through 2016 Oct 14, 17e13f1e5] * occasionally remove maze dead ends, creating loops, 4af4fc1143174 * give quest guardians some equipment, 710f5ed235 (may warrant further revision) * kicking activates statue traps, dbe1da0bec * pet starting apport equals your current charisma, e8e7d969c30 * accessibility target menu for travel/cursor, efd7526194b9, see also fb148c0d44 * feedback when timed levitation is about to expire, ea94100e9d0f5 * accessibility, compass coord mode for screen readers, e14120b282a * tiny chance for horses to generate with saddles (make it even tinier): 996dd7192d0 * unseen combat, and umber hulks vs mimics, b5a027c3fedb * "distant" squeak when it's not distant, b9a6f07c148be * corpse eating feedback, b49830f4c14c76, see also 4ef3fe22d99b * accessibility messages (but channelize them into oblivion): 27101066616f, f82205c232f * blessed genocide: "titan" should not genocide quadrupeds: b848f2732d0e * shop feedback when a disenchanter disenchants an item, a72d19b9056bf * dungeon overview after escape, "You left from here", e03c14eeae1 * plural fix (MAY be irrelevant for us, but check): 6632c380f350 * mon vs mon thrown c egg: 47572a7946c * Y and bananas: 16118580d5 (paxed), 53e8869a1 (fix), and dc6827ce120 (PatR) * gelcubes and scare monster: 1cad5efe171 * Hallu petkill, "You kill poor goblin.": 2c8a359fe * lycanthropy tweaks: 1f4574b6c8 * engulfer tweak, to stop _immediate_ reengulf: bc8e613719 * deserted temple ghost messages: 8fdd2318c16 * hallu liquids: 3502cfcc5a and 3f5116fbd * bright blue fountains: 2ca57b996 * reduce #turn helpless duration: 69aca5ac * when attacking a peaceful, other peacefuls react: 939e507 * message when you can't hide because engulfed: a5d57430be * bugfix, monster gets angry after being killed by thrown potion: 30855feb * knox level tweaks: 5addbf * gremlin wailing in agony waking nearby sleeping monster: d45d475 * shop bugfixes: 955c53eba and 656476e40 * bugfix, farlook while underwater, 81471c27c * adjacent terrain when underwater, 888695c and f768e1fd * nutrition tweaks (metallivores, sleep): 43df8c01 * angry god vs pacifist conduct: 2cffaccb3 and 74ee31e50 * "Both of your ...": 7bdc5a95 * vanquished monster list order: b98427955 (We probably don't want all of those choices, but.) * lining up vaquished monster list better: ff6e62b3 * sortloot: + revamp: b3b4953020d4 + fixes: 1aff4f89fd4 + revision fixes: e8e8c14b345 + bugfix: 221a73fe + possibly unneeded, but look: 41ade6d3 + a0a440895 + bugfix: 1cad2bd783 + diluted potions: 1e0ab8f92 + holy/unholy water: 4750c0a30 * bugfix: chest trap and punishment interaction: daee9f3e7 * flaming monsters burn webs: 8132cb5a * greased weapon vs R: 65b9429b6 * baalzebub's level revamp: bde9fdd4 * bugfix: scatter feedback: c53565036c * bugfix: kicked daggers are lost: 96dd80030 * bugfixes for impairment timers: 13c40d85e7 * bugfix: paid object on bill, disorder: e1d0faa584 * bugfix, "you turn into a Elvenking", 7cf75b707a0 * quest artifact theft, _look_ at 850ed0cba, but it may want revision. * punctuation fixup, bcb9780fe7 * Deafness: + e1f5ddd820f 2003-09-28 sound cleanup + dc5a2cf1d 2003-10-12 typo + fec5392055 2003-10-28 healer fixup + ef5b37a03a46 2015-12-10 explosions + 7019a7da77593e 2015-12-18 pets + 2eddec82873e 2015-12-18 pets typo + 5eb9b082 2016-01-04 vaults + b4867342 2016-01-06 vaults + 5bb3e0142 2016-02-13 minetown watch and shops + 592ae6972 2016-02-14 engraving + e3d2dfc7 2016-03-07 shopkeeper message fix + c53565036cfd 2016-03-19 explosions (again) * Bugfix: jumping while punished: 25130e394c * Unify putting a saddle on a steed: 0ca47748 * vorteces and unsolid monsters need not avoid webs: d01e45a6c * shopkeeper "it" message fix, 6591f8beb1 * book becomes cursed while being read, 54325de339c54 * shop-door petrification crash fix (post-3.6), 68b7693d98b2d2 * risen undead vs shopkeeper inheritance, d591ebaa46d * mvm passive consistency with uvm, 09ebe44ae9669 * for inside/outside wiztower issues, see 04bc04807 (This fixes a 360 bug, but still worth seeing how.) * giant snatching boulder, 4d2c82e482 * monsters (including pets) walking into poison clouds: a2a1027be17 * iron bars and acid: 237c4a278 * drum of earthquake message: 31f883da0 * lava and boots: d598cf536b * mimics as walls or trees block light: db4120012 and fd709d684 possibly related: d1ef006ee * travel in sokoban: a049cd070b * "Fido steps reluctantly over [object]." a236f9d5f6 * Mine's End minotaurs: 32305ace5c * bugfix: message when rejecting a monster's original name: e429415832 * message typo fix: 0d36c443a3 * "killed by a died", 9114a334c98 * Some shopkeepers always stingier (consider as a replacement for my solution): cdde5b76c9 * Bugfix, blindness, stethoscope, object detection, and a dead invisible monster: 97974e99681 * dipping inconsistencies: 807afa22b3f6 * "slouse of pizza": 637f4a4bd690 * cursed genocide "none" vs "nothing", a35c3e184c5d * dog/cat/rat/ape body parts: dd82c0db891fc * quest message summaries: c8e83332fe, 5af330ad90b, 5ee6d8799b * kraken farming: fish don't revive out of water: 772fea0361 * throne farming: 3a1e9ccd8096 * use of data from deleted trap: 8a07e2cdc5ab * hiding under nothing when corpse rotted away: 489d56d4bb * wallify catacombs: 8451f67dff8 * special level loader memory leaks: 0bcb713b4fd5 * T-shirt messages, use git blame (see 7132f56901670c for where). * Corridor variation: 2ee06dda5a4f1b * bugfix, spellcasting causing confusion/stun: c48e1732d89e5a2 * LOOK at the 3.6 change to potions of gain energy, 37771f779e9431, compare it to my own change, and think about which is better, etc. * can_carry: bugfix: 80d4acdc813 * use-after-destroy bug, crystal balls, 9181f06dab * checking the curse-state of an object right after deleting the object: 4aac554b666b3 * levelporting with the amulet on a monster's turn: 41a40d41a0806a6d * Not sure if relevant for us, but check: unitialized variables: 9008ba321b31, 2d83b83cc2b42 * Sanity check for light sources: 530ba8e3d30 * Livesaved disintegrated monster's weapon, 3fd92e3ef8b * segfault, rogue-level chameleon failure, 581b1830ffff6, this may be a follow-up to def254959242456 * hallucinated currency names, see (part of) 2c20805b16fdd * hallu monsters, see also cee766eb71ca, 795964802, fb14c41bd4222f80f6 * wet towels: 1703818a1163cb48, see also 4b8db661dd7f7 * segfault, wizard cannot spawn, 7e46c4924c584f40 * infinite loop, prayer, 60df7b2d3b73 * inaccessible areas on special levels, 65a30d2ba7f7f581 * makemon random coord picking, 2f54ed8eaeca9361 * segfault when tripping, 1e8f4ee0b1b10 * infinite loop in makemon, 185515e1c719 * reading scrolls of light while blind and engulfed, a28b535e80b0 * jumping into a monster should be noisy (waking nearby monsters), c48b3c4556c * wands of nothing identification, 0ee1f316012 and 6ba0baa4cda1 * amulet branchport bug, see also 791c41e6b4492df * quest message summaries, see e.g. 3caa4e2adb07ba6, e571b18985fa4b * unique monsters being awakened from meditation by monster-activated squeaky boards, c574df1239 * level difficulty for builds-up branches (I have not _decided_ if this change is good), 29f9a8a33d97 * Glowing weapons and blindness, look at 3a5304c49eea282 [git log perused from 3a5304c49eea282ba02d8b Sun May 31 01:24:19 2015 -0700]