Things fixed in release #3: (2/26/96)

Bugs
----
* Fixed a bug with regeneration.
* Won't allow you to put worn items into the quiver.
* Fireballs will burn away slime.
* The beholder and catoblepas's death gazes do not affect undead creatures.

Adjustments
-----------
* Added release number to intro screen.
* Added "Levitate" to bottom line when levitating.
* Fixed up some of the special levels a little.
* Made monster-carried items a little rarer.




---------------------------------------------------------------------------
Things that were fixed in release #2: (2/18/96)

* The source is available, and named slashsrc.zip.

* If there are more bugs uncovered, the exes will continue as slash3, slash4,
  slash 5, etc. The source will consist of the affected files only, though,
  and will be named slashsr2, slashsr3, etc.

Important things (bugs)
-----------------------
* Would crash (divide by zero) after level 24... now fixed.
* Special warnings (like with Sting or Undead Slayers) fixed to show
  right monsters.
* The beholder had a "head". Not now...
* Engraving with a wand of fireballs gave the wrong message --
  "this is a wand of fire!"
* Included dos4gw.exe in zip file.


Less important things (adjustments)
-----------------------------------
* Pets won't attack gas spores very often.
* Quicklings armor class worsened considerably. (easier to hit them)
* Changed the container interface back to standard NH 3.1.1.
* Confirmed that Magicbane seems to work ok.
* Made a message for the wand of slow monster.




Old readme file
-----------------------------------------------------------------
Welcome to SLASH, the ridiculously bloated successor to Nethack++!

But first, a short history of the life of Nethack++ and SLASH-Hack:

One day, a long long time ago (~1991 or 92, I forget...), nobody played
NetHack 3.11, because it hadn't been released. Us Nethack-Junkies (tm)
played NetHack 3.0j, which had been out for a Very Long Time, and
we were getting good at the game. Good enough, in fact that two of us,
me (Tom) and my roommate (Yuval) decided one day to download the source
and start messing around with it, adding monsters, items, and all sorts of
stuff.

After a while, we decided that we Really Had Something here and decided to
upload it to an ftp site, and told everyone on rec.games.nethack about
our bloated creation, henceforth called NetHack++!

We were immediately swamped with mail demanding Our Secrets, for many people
thought we had miraculously ported NetHack 3.0j to C++!

In a flash, we re-named our creation NetHack--.

Meanwhile, the elusive DevTeam must have been chuckling up a storm, for not
one month later, NetHack 3.1 appeared, and our moment of glory was gone.

Time passes...
You feel a yearning for your distant homeland...

Eventually, however, some people ascended in Nethack 3.11, and people were
getting restless again, and someone named Chris decided to port the changes
Yuval and I made to Nethack 3.0j to Nethack 3.11, creating Nethack--
all over again, but better, because monsters could now use stuff and so
forth.

Then Nethack-The Next Generation appeared, and it was cool.

Meanwhile, I was busy puttering away on my personal version of Nethack 3.11,
adding things here and there, such as Firemen, Musicians, and wands of
fireballs -- you know.

Then Nethack Plus, by some guy named Stephen White, appeared, and it was
cool. And it had neat new classes, like Monks, and Lycanthropes,
and Doppelgangers!

So I downloaded the source and changed it all over again (a third time)
into SLASH-Hack!

Then the second version of Nethack Plus appeared, with weapon skills, and
other stuff.

And this time, I said "Screw it!", and I was not about to change everything
a fourth time.

So SLASH-Hack progressed, and time passed, and it was soon April of 1995.
And I decided to use Watcom C, because it was neat. And one day, just
as the Last Bug had been fixed, and I was about to do the final compile,
instead of typing 'del *.obj', I typed 'del *.c'.

And there was much gnashing of teeth.

I whipped out ol' trusty Norton Unerase and got almost everything back,
except for mhitu.c, uhitm.c, zap.c, and do.c

So I gave up changing things, not about to re-create everything that was
different and cool.

And I played the Right Before the Final Compile for a few months.

And I said to myself, "Hey, this is actually sorta cool."

And I thought, "Maybe I _could_ recreate the last few changes."

So, I did. Eventually.

From memory, here is the new stuff:
---------------------------------------------------------------------------
SPOILERS!
SPOILERS!
SPOILERS!
---------------------------------------------------------------------------
The changes from Nethack Plus, except for:
   * you _can_ wish for artifacts, except there is a chance it doesn't work
   * the hit point regeneration is completely changed, and is now
     based on your Con and Max Hp. A side affect of this is a ring/amulet
     of regeneration is not so easily identified, because it doubles your
     healing rate, and that may or may not be 1 point/turn.
   * the magic-weapon-to-hit-a-monster thing is still in there, but
     significantly toned down
   * the Doppelganger no longer prompts you "want to change (y/n)?" every
     couple of dozen turns. This drove me up the wall! If you want to
     polymorph, use alt-Y and 10 energy.

About 150 new monsters. Some of the more, um, interesting ones:
   * rot worm -- Causes sickness, and is a low level monster. Fortunately,
     it's kinda slow. Unfortunately, it hides under things.
   * rhambusun -- Has a paralyzation gaze (lasts for only a couple of turns)
   * pyrolisk -- Has a fire-damage gaze
   * green slime -- Touch causes you to slowly turn into slime unless you
     burn it away.

The grand ol' list:
   a: snow ant, yellow jacket, tsetse fly, giant wasp, black wasp,
      army ant, spitting beetle, assassin bug, killer beetle
   b: jiggling blob, lava blob, crackling blob, burbling blob
   c: chickatrice, pyrolisk
   d: dingo, fox, coyote, pit bull, rabid wolf, hyena, wolverine,
      shadow wolf, mist wolf, death dog
   e: glowing eye, flaming sphere, shocking sphere, bloodshot eye,
      blinking eye, beholder, gas spore
   f: lynx, panther, werepanther, weretiger, sabre-toothed cat,
      displacer beast, hellcat, caterwaul, kamadan
   g: galltrit, jermlaine
   h: dwarf thief, duergar, master mind flayer, gnoll
   i: dretch, rutterkin, nupperibo, blood imp, larva
   j: red jelly, orange jelly, black jelly
   k: swamp kobold, rock kobold, kobold wizard, kobold warrior, Kroo
   l: leprechaun wizard, brownie, quickling, pixie
   n: Aphrodite
   o: orc, war orc, great orc, Grund, snow orc, demon orc
   p: glass piercer, roper
   q: scramper, squealer, mangler, mastodon, Jumbo, juggernaut, catoblepas
   r: rabbit, black rat, pack rat, rabid rabbit, hellrat, the Rat King
   s: centipede, recluse spider, barking spider, nickelpede,
      giant scorpion, Girtab, Shelob, werespider, carrion crawler,
      phase spider
   u: nightmare
   w: maggot, dung worm, acid worm, tunnel worm, rot worm, bloodworm
   x: arc bug, spark bug, lightning bug
   y: red light, blue light
   A: Solar
   B: rhumbat, athol, hellbat, mongbat, mobat, harpy
   D: shimmering dragon, silver dragon, wyvern, hydra
   F: disgusting mold, black mold
   G: gnome thief, deep gnome, gnome warrior, Ruggo
   H: storm giant, the Largest Giant
   I: sneaker, squeaker
   J: vorpal jabberwock
   L: arch-lich, Vecna
   M: troll mummy
   O: ogre mage, shadow ogre
   P: moldy pudding, green slime
   S: king cobra, weresnake, asphynx
   T: black troll, two-headed troll
   U: water hulk
   V: vampire mage
   W: wight
   Y: monkey
   Z: ghoul, ghast
   ': gargoyle
   @: mugger, thief, character classes (at all different levels),
      jackalwere, gibberling, grimlock, drow
    : shadow
   &: efreeti, dao, marid
   ;: shark, giant crab
   :: gila monster, salamander, rhaumbusun, basilisk, komodo dragon

There are new spells for the monsters to cast, and they will use a lot of the
new items, so be careful of the original monsters as well!

I tried to color the new monsters appropriately, and colored people
according to their clothing. There are some duplicated colors, now, though,
so be careful.

The characters are colored now, according to their preferred dress, so
the Tourist is purple, Elf green, Rogue black, Wizard blue, and so on.
Call me stupid, but this helps remind me which class I am, since I die
so often...

Pets only pick up 5 gold pieces out of a pile, and won't pick up a whole
bunch of arrows.

New terrain types: graves (you can 'r'ead the headstone, or dig it up)
		   toilets (um, you can sit, kick, drink, all sorts of stuff)

New artifacts, like the Eye/Hand of Vecna. I wouldn't use either one of
these too often, if I were you. There's also Mirrorbright the silver shield,
Whisperfeet the speed boots, and Deluder the displacement cloak. Also,
a bunch of weapons, which I don't remember too well.

Buncha special levels, like the Rat King level, the Kobold King level, Orc
level, Giant level, spider level, etc. Some are side-dungeons, others
aren't.

New rooms, like a Real Zoo (with zoo-like monsters), Leprechaun Throne Room,
Giant Throne Room, and stuff like that.

Buncha items. I remember these:

armor: silver dragon scale mail (reflection)
       shimmering dragon scale mail (displacement)
       gauntlets of swimming
       cloak of poisonousness (don't wear this)
       lab coat (poison res)
       asbestos jacket, fire helmet  (left over from my Fireman class)
       kicking boots

amulets: regeneration
	 conflict
	 polymorph

rings:   free action (no paralyzing! cool item!)
	 gain Con/Dex/Wis/Int
	 sleeping

potions: full healing
	 invulnerability (for a few turns, anyway)
	 polymorph
	 clairvoyance
	 ESP
	 fire resistance

wands:   healing
	 fear
	 extra healing
	 create horde (don't use this, unless you're studly)
	 fireball (fortunately, monsters won't zap this one because I
		   couldn't get it to work right)

I feel like an idiot. There are certainly more items than these, but I can't
remember them. Oh well. Good luck, and try not to get killed by a horde
of snow orcs!
