+------------------------------------------------------------------------+
|                              README.TXT                                |
+------------------------------------------------------------------------+
|                          SLASH'EM ver 0.0.5E7                          |
|               Super Lotsa Added Stuff Hack - Extended Magic            |
|                           A Nethack Variant                            |
| Courtesy of Warren Cheung (wac@intergate.bc.ca), Kevin Hugo and        |
|              the efforts and support of countless others               |
|                                                            (1997 -1999)|
+------------------------------------------------------------------------+
| Nethack is Copyright (c) Mike Stephenson,(Izchak Miller) 1991 - 1999.  |
| SLASH'EM and NetHack may be freely redistributed.                      |
| See license for details.                                               |
+------------------------------------------------------------------------+

+---------------------------------+
|Section 0.0 - What's on the Menu?|
+---------------------------------+
1.0 - News Briefs
        6.1 The Messy TODO/TOFIX List
        6.2 Today's Highlights
        6.3 Other Ideas
2.0 - For those in a Hurry...
	1.1 Quick Start
3.0 - What is the Nature of this Beast?
4.0 - Developer's Soapbox
5.0 - Theoretical System Requirements & Installation
        4.1 32-bit DOS Port
        4.2 Macintosh Port
        4.3 Also Available
6.0 - The Optional Things
7.0 - Who is Responsible & The Credits
        7.1 Contact
        7.2 Pillars of Strength
        7.3 Acknowledgements
8.0 - Other Resources

+----------------------------+
|Section 1.0 News Highlights |
+----------------------------+
===>1.1 Messy TODO/TOFIX list
-----------------------------
Please note that these are current ideas that may make no sense in their
current note form,  but *may* be implemented at a future date.

-monster players?
-trample with jump?
-push splat with boulder
-allow lifesaving if in high favor with god?
-pull dog through closed doors with leash
-Angband easy patch stuffs add?
-hypernutritious food?
-sleep
-force door - shoulder
-chatting == buy and sell?
-some way of determining weapon alignment for artys?
        -probing?
        -appraisal?
-bug? pack rats stealing large objs?
-wish for intrinsics
-make sleep resist quest nemeses?
-monster infight (eg. elves & orcs)
-mixed type monster groups
-id stones from stones on ring?
-'_' multirest?
-more accurate appraisal?
-shopkeepers cheating when shouldn't?
-engulfers picking up candle of eternal flame will put it out :(
-eating nutritious food exercise con?
-Chocobo's (for Darren Hebden ;B)
-fishing pole hitting toilets,  etc.  special cases ;B
-applying spellbooks ripping into scrolls
-pantheons - more elaborate pray/etc.?  Selectable?
-text parsing conversations?  Improved #chatting
-smell object trail?
-docs revamp/help system
-Allegro library port in progress.  Need to figure out how to draw tiles...
-mouse code started (pckeys.c,  video.c)
-vampire <==> vampire bat
-gnome - always slip through cracks? innate digging?  tame related creatures?
-gas spores killing - leaving corspses that can sprout gas spores?
-skilled at polearms - no close combat penalty?
-bloodblade - weapon that draws blood every X turns when wielded
-celebrity bones piles
-sewars/pipes access through sinks..
-arc lightning! (radial,  random dir)
-shatter weapon spell?
-pet integration...
-scroll of genocide -> ungenocide...
-tinning kits not charging?
-gas spore explosions are now poison gas (explode.c, monst.c, mon.c)
-sometimes able to choose aligns for roles that shouldn't allow align choose?
-Tourist - no techs?
-zap spells centered on player?
-succubi msgs?  Commented out code?
-monks -disarm?	
-eggs of winter wolf?!!
-SIGIL - damage
-veggies?  Grow?  Garden :B
-Hmm...timing out players turned into undead?
-anti teleport?
-Jedi, orc classes?
-do the race class thing?
-Use tech menu to invoke monster attacks
-incorrect random align chosen?
-shout "Spoon, evildoers!"
-drain life to actually drain life - uhitm, mhitm, mhitu, spell ?
-heat eye beams ;B  F-mage start tech?
-#helper
-do wax golems melting via fire?  Monsters special AD hit effects?
	-AD_FIRE attack?
-check unicorns catching glass
-glass golem glass launcher?
-D -poly weapons
-monks/martial arts - severe penalties for encumberance
-use percent-success in spell.c for chance/ combine with mods....
	-make spellcasting easier, but harder on power
	-wizards might need to get their spellcasting base fixed...
-meteor (use scroll of earth code)/armageddon
-fix monsters jumping through doors
-save ==> use the leve change paranoia stuff?
Just a few things I'd like to see.  Take the suggestions as you will.
Feel free to comment.

Have becoming Grand Master in martial arts give something extra.  As
far as I know it does not besides increasing unarmed damage.  Perhaps
the occaisional stunning blow at Master level, and at Grand Master,
perhaps the Touch of Death, usable about as often as one can invoke
artifacts, but only performable while bare-handed.  
(orlando de la cruz)
-Have Japanese versions of pancake be okonomiyaki, and club be bokken
(wooden practice sword).

-Have Offler become angry with you if you sacrifice a crocodile corpse
(he is the crocodile god, after all).
-unicorns ==> _horse corpse_ and horn? Then what about sacrificing unicorns?
	-how about unicorn corpse can be applied to obtain to get horse corpse 
	and horn
-Dopp and item generation - on existing items??  Or self generate?
-boots of kicking should bust down chests,  etc.
-weapons will "advance"?  Class change thing from FF?
-make race a separate field - get rid of all those is_foo()...
-make modifiers to movement keys do different strength attacks
-auto-enhance skills?  Prompt? 
-make it possible to finish the game - no "dead ends",  more choices.
	-eg. ignore quest - ironman mode ;) 
-invisible blindfold 
-spellbooks still need tiles (ochre)  and 3 others... should get 
-get tiles == description thing working again.  Monster Tiles :  Smaug, Thorin
-fix tamed water demon chat (??? How?)
-finish prayer upgrades
-detonate wands via spell - random aps in all dirs :)
-wish for attributes (str, luck, dex, etc.)
-use 'n' for multi-dig
-statuetraps activate multiple statues?
-stairs /w lots of items at base need "stairway here" message.
-more shop types?  Jewellers,  magic shop...
-elemental/demon/angel summoning - time-limited summoning? Use poly code?
-check for monster bullwhip and adjacent
-spells - summon lights
-Give small dmg bonus for wearing rings in H to H combat?
-cleanup -dropx, useupf
	-check for donning
	- foo_off, foo_gone, etc...
-check rehumanize
-generate animals as upset pets (that need to tamed?) ?
-priests for quest altars?
-implement magical armors (eg BDSM) for monsters
-one-eyed sam comes back?  Who takes care of blackmarket after he passes on?
-frozen steed easier to mount?
-food distrib?  Make corpses have variable timeouts rather than prob of corpse?
-limit # of Titans to 12?  (6 male, 6 female,  minus Prometheus and Atlas)
There appear to be many many Titans....
	-Cronus, Rhea
	-Iapetus and Themis, 
	-Oceanus and Tethys, 
	-Hyperion and Theia, 
	-Crius and Mnemosyne, 
	-Coeus and Phoebe
------------------------
	-TODO:finish god_gives_benefit code ;)
	-TODO-make ROPoly timed? charges?
	-TODO make all lightsaber code ifdef
	-FIXUP - Dark Elves - dual scimitars? Crossbow?
	-monster read scroll of taming vs pets ;)
	-Bug? pools of water kills DEATH?/riders
	-Tourist tech - detect stairwells
	-more endgames - journey to center of the earth 
		(end with throwing the amulet away ā la Lord of the Rings)
		-kill a rider and take its place.
-use obj->spe for spell level?
-tone down dmg for gun weapons? 
-C4, plastique
-woodchucks passing through walls(intentional),  xorn passing through trees! ;)
-Xorn tunnelling up/down?
-timeout genocide...monsters come back (explaining why people keep writing dem 
	scrolls ;) Angrier?
-"*" + "c" == doswapwep or twoweapon?
-artifact trident vs water
-monsters laying eggs in spare time?
-Hobbit "Teleportitis"
-instant_death, quick_death...??
-body armors - Kevlar(R), Twaron(R), Spectra Shield(R), Gold Flex(TM)
-dragon scale shields
-key redefinition
-use energy to absorb damage
-file of character stats at death/ingame
	-list inventory, stats
	-ethics(death only) genocides (death only)
-fainted == can't see 
-vampire bat needs to be a vampire - how are weres handled?
-god sends monadic deva - bug?
-map PMs, Onames to strings? - would involve finding all the PM refs
			-corpses, monster type, your monster type
			-unpoly mon & obj
-eaten corpses coming back with mucho HP
-weapons progression?  Different types of normal attacks? apply gems onto weapons?
	-apply gems == crush for effects?
		-DILITHIUM_CRYSTAL	Energy source in Star Trek
		-DIAMOND	-Invulnerable vs Undead
		-RUBY 		-good luck
		-JACINTH 	-luck in travelling, vs plague, ward vs fire
		-SAPPHIRE	-aids understanding problems, kills spiders
		-BLACK_OPAL	?  (Death)
		-EMERALD	?  (Nature? Regen? Heal?)
		-TURQUOISE	-aids horses in all ways, shatters when used.
		-CITRINE	?  -neutral attitude, rational thought. Cheerful
					(vs Mind attack?)
		-AQUAMARINE	?  (Water - Magical breathing?)
		-AMBER		vs disease
		-TOPAZ		vs evil spells
		-JET		soul object
		-OPAL		?
		-CHRYSOBERYL 	wards off foes (Warning?)
		-GARNET		?
		-AMETHYST 	prevent drunkenness, drugging
		-JASPER		vs venom
		-FLUORITE	?
		-OBSIDIAN	?
		-AGATE		-restful, safe sleep.
		-JADE	skill at music, musical instruments
	Color relations?
		Black	The Void, darkness, negation, blindness.
		Brown	The Earth, fertility, comfort, sleep.
		Blue	The Heavens, the sky, air, truth, spirituality, calmness.
		Clear	The Sun, luck, awareness, insight.
		Green	Venus, reproduction, sexuality, sight, resurrection, jealousy
		Orange	Mercury, heat, quickness, wisdom.
		Red	Mars, blood, war, fire, madness.
		Violet	Royalty, health, friendliness.
		White	The Moon, purity, virginity, hope, enigmas.
		Yellow	Secrecy, homeopathy, jaundice, diseases, cowardice.
-splinter attack

===>1.2 What's NEW
------------------
ver 0.0.5E7 [November XX/1999]
-setting twoweapon without a secondary weapon while having greasy hands caused a 
	crash - fixed :)  (wield.c)
-polymorph untameable - then make tame?
-use mfnpos to set allow_m for mon to mon attks? (only doable when you're not nearby)
-should now be able to restore while mounted on a steed. (restore.c)
-monsters now have energy:
	-mindless monsters don't have energy
	-monsters regenerate energy (dependant on level of monster)	
	-pets/others gain power along with HP
	-Pw shows up on probing
	-monsters use up energy when casting spells
	-affected by drain energy attacks, by magic traps and antimagic traps
-wishing for grenade, gun, firearm now gives out a random weapon of that class
-assault rifle now has 3 fire modes - burst, auto, single shot. Burst is 1/3 normal.
	-apply the rifle to change modes
-added stick of dynamite.  Has ~15 turn fuse.  Extremely strong explosion.
-There are now messages "Your foo blocks foo's attack", etc. for monster vs monster
  you vs monster, monster vs you (when verbose option is TRUE)
	(mhitu.c, uhitm.c, dokick.c, mhitm.c)
-You get the disarm tech when your ability in a combat skill reaches Skilled. 
	(weapon.c, tech.h, tech.c)
-monks get Chi Healing
	-converts chi (power) to health for a short period of time 
		(tech.c, tech.h, allmain.c, timeout.c)
-most "error messages" for techs no longer cost a turn 
	(unless information is given) (tech.c)
-Most spellcasters (except Necromancers) have a new tech - draw energy
	-gets energy from surroundings
	(tech.c, tech.h)
-Necromancers also detect bless/curse status of objects (invent.c)
-throwing a single item should no longer cause a crash (invent.c)
-incorporated variant of SE023.txt (being able to throw welded objects)
        (dothrow.c)
-now prompts if you only want to light a single candle rather than assuming you 
	want them all lit if several candles are merged (apply.c)
-fixed buglet involving dragged down stairs by an iron ball and having 
	quivered objects follow you 
-invoking Sunsword, Holy spear of light will burn nearby undead and demons 
	-causes 50% monster HP damage, no outright killing though.
	(artifact.c)
-stairs are bright white (to stand out),  unlit corridors are darker 
	(differentiate b/w lit/seen and unlit corridors)
	(Kelly Bailey)
-definitions from Dave and Edward Walker
-a little bit of randomness in the movement code
-prevent generation of multiple arkenstones (artifact.c)
-fixed problem with generating gold on Yeoman Quest Home (sp_lev.c)
-Kelly Bailey found out why the hitpoints weren't always being updated properly!
-molding.  Molds will tend to revive like trolls. ~50% chance of normal corpses 
	becoming "moldy" after a while.  Hopefully, this will act as "emergency 
	food" for beginning adventureres,  although most fungi cause 
	hallucination.  Could generate more shriekers == more purple worms.
	Let me know if resurrecting molds becomes perilous to adventurer's health
-removed debugging code in msdos.c
-ethic:  chastity.  Invalidated by encounters with *ubbi.
-Added an X11 workaround (SE022)
-Added Ali's workaround/ESC callable wizard menu,  fixed some obscure bugs
	    1. If a lycanthrope who is currently eviscerating (if
               that's a word!) attempts to apply a pick axe, which
               also happens to be his secondary weapons, then
               he will be allowed to dig even though he can't
               retract his claws. A segmentation fault may then follow.
            2. Dipping Sunsword into a potion of uncursed water will
               cause it to be used up while dipping a long sword will
               not.
            3. If you're mounted on a frozen stead while levitating
               or flying, time stands still for it unless you get off.
               Thus it will never respond.
-autoquiver looks for spears now 
	-rocks and like are not valid unless you have a sling
-dice rolling counted separately for each weapon in 2 weapon combat
	-all known problems with 2weapon offhand artifacts have been dealt with 
		AFAIK
	-PLEASE let me know if there are any more issues to deal with ;) Warning
		has been removed
-throwing grenades/bullets up/down results in regular throwing, not firing the gun,
	arming the grenade, etc...
-Fixed game getting caught in an infinite loop when wands wands of digging are 
	caused to explode by wands of lightning AND you fall down a level.
	Game kept trying to save the same light again and again and...
	(light.c)
-Monks get a new Tech Chi Strike - for a couple turns,  you get extra hand to hand 
	dmg (this is dependant on how much power you have left)
-vampires now get opera cloaks ;)
-grenades now have a small timeout before exploding
	-partial implementation of remote explosions
		(drop grenade, leave level, come back later)
		-Let me know if odd messages happen when you come back
	-apply arms a grenade
	-can't put armed grenades in containers
	-grenades armed when thrown
	-cursed may or may not arm, have more varied timeout
	-blessed exactly 3 turns 
	-uncursed slight variation (+-1)
	-direct hit == explosion,  otherwise timer takes over	
	-arming an unpaid grenade makes it yours (you're billed for it)
-added grenade launcher
	-fairly inaccurate (-3 to hit),  slow to reload (-3 penalty)
	-fires grenades
-One-Eyed Sam will get all those reinforcements he calls for... (shk.c)
-can no longer level teleport when riding a steed a steed that's carrying the amulet
	of yendor. Pretty sneaky trick ;) (teleport.c)
-TTY colormode - walls of gnomish mines, knox are brown, hell is red.
-code will compile again with FIREARMS commented out - I have to stop breaking this!
-DOS, VGA mode - now has a little "heart petmark" seen in X11
		-set hilite_pet to see it ;)
		-and now I know what a pain it is to program video adapters ;)
-tech:  
	Blink for Hobbits
		freezes all monsters for a short period of time.
	Rage Eruption for Dwarves - 
		You gain hp and maxhp,  but it all bleeds off one pt/turn at a time
-Finn Thoederson - fixed up monsters coming out of toilets
-Karl Gerrison - fixed some prototyping/type buglets.  Win32 compile!
-fixed mistake involving putting some but not all of a wielded/quiver/secondary 
	object into a container.  (Eg.  putting 5 out of 10 cursed wielded arrows
	into a bag results in two entries of 5 cursed arrows -  both wielded!)
	(pickup.c)
-lightsaber "melting through" door now has correct finishing statement 
	(lock.c)
	(thanks marvin!)
-someone on the newsgroup (lost your name!) mentioned that a period is missing from
	cancelled spitters...
	(dothrow.c)
-fixed buglet that was miscalculating strength of an object when prying open doors,
	causing crashes (lock.c)
-fixed possible bugs with monsters firing slow firearms 
	(shotgun, rocket launcher, sniper rifle)
	(mthrowu.c)
-monsters will toss grenades (weapon.c)

ver 0.0.5E6 [October 25/1999]
-all polymorphed objects will now revert unless "fixed"
-fixed bug where you got many more objects after polypiling
-can now wish for Ogresmasher (I'm not really sure if you'd ever WANT to, but 
	that's another question entirely ;) (objnam.c)
-the foobane weapons will cancel with a dieroll of 2 or 3 (artifact.c) [Adam Clarke]
	includes:  Orcrist, Elfrist, Ogresmasher, Werebane, Dragonbane, Thiefbane
		Demonbane, Trollsbane, Giantkiller
-Ralf Engels - added more special cases of extra dmg  (weapon.c)
	-polearm vs flyer
	-cutting worms
	-piercing blobs
	-slashing jellies
-can use counts in the throw command object prompt to control # of projectiles thrown,
	can use count directly on the fire command to do the same
	-ie 
		"n 1 f" will fire 1 arrow
		"t 3 a" will attempt to fire 3 of item a
		"3 t" will still go into 3 consecutive throw prompts 
			(should this change to act the same as fire?)
-gas, frag grenades added
-Added (Thanks J. Ali Harlow ;)
    SE007: Window resize code fixed 
    SE008: Linux colour problems solved 
    SE009: Incompatability between X11 port and GNU libc removed 
    SE010: Fix monsters' multishot ability bug 
    SE013: Now compiles with YEOMAN commented out 
    SE014: Better error message if non-XPM tile file cannot be opened 
    SE015: X11 port without tiles no longer causes divide by zero -finished removing remaining spell skill errors on startup by giving Dark Elves
	specified spellbooks.
-master mindflayer, mindflayer recognized as alternate spelling of mind flayer
-added auto shotgun, assault rifle, sniper rifle
	-these,  like most of the specialty weapons, are VERY expensive
	-need to be balanced, most probably
-added rocket launcher
	-okay,  this thing weighs a TON (750) .  Plus rockets (200).
	-Big ouches for getting hit.  (d45/d60).  
	-Rockets explode for 6d6 dmg
	-captains might carry
-added heavy machine gun.  Monsters should use guns properly.
	-Monsters were throwing (?!) bullets even though message said "fires"
	-Heavy machine gun has -4 to hit,  but eats ammo like a house on fire ;)
	-Higher ranking soldiers may carry the heavy machine gun
	-bimanual.  Weighs a bit less than a chest (500)
-Qt compilation instructions included,  minor bugfixes (Ralf Engels)

ver 0.0.5E5 [October 18/1999] 
-shopkeep code - Black market has all shopkeep services
-fixed nasty little sacrifice blessing error 
	-thanks to Bruce Cox,  who somehow hasn't been mentioned in this file yet?!
	==>BTW, if you've ever submitted something and aren't mentioned here, bug me!
-shocking/freezing/flaming spheres are now M2_NOPOLY
-ring of polymorph control will resist polymorph
-fixed Elf starting spellbooks
-kicking objects at monsters should no longer cause seg faults
-should compile with FIREARMS commented out
-fixed tilemap.c exclusion code 
-fixed monster multiwep firing code
-frozen steeds really won't move anymore!

ver 0.0.5E4 [August 14/1999]
-patches for linux
-will stop twoweapon if you wield a bimanual tool
-reworded some of the twoweapon stuff
-fixed bugs with untrapping rust traps
-untrapping fire traps with water into potions of oil. Oil will explode.
-updated makefile.nt - winnt should build properly ;)
-can no longer force without weapon
-rust trap disarming into fountain should work properly
-option menu_on_esc - show menu on hitting esc?
-all liches are now g_nocorpse
-can now untrap rust traps to fountains
-fixes to wintty.c, winmap.c
-confused steed will move randomly, frozen/sleeping steed won't move 
	(when you're riding)
	(hack.c)
-wallet of perseus no longer #name-able

ver 0.0.5E3 [July 27/1999]
-removed some floating point math operations (spell.c,  mhitu.c)
	-monster with weapon missing
	-failing to cast a spell so Blackmarket has all services
-fixed drinking off floor - used to be you could only drink off the floor 
	when floating above it!
-doc/guidebook.mn fixed typo slash'emoptions -> slashemoptions
-util/levcomp.l now has a %n of 1000 
-sys/unix/makefile.dat now compiles the hobbit.des
-objects.txt has been cleaned up ;)
-can no longer light potions of oil underwater
-golems no longer regenerate.  Now have 2x the HP to compensate. 
	(monmove.c, makemon.c)

ver 0.0.5E2 [July 18/1999]
-OOOPS!  Forgot to remove the debugging code that put lightsabers in all the 
	humanoids' inventories (for a while,  monsters wouldn't pick up lightsabers)
-shotgun, rifle added. Shotguns take shotgun shells, are short ranged, 
	do lots of damage, +3 tohit.  Rifles have longer range, +1 tohit.
-zruty has been moved to yeti (green)
-yellow jelly is now yellow
-Gnome technique typo fix - nible to nimble
-only quest artifacts are now blast for "wrong class"
-shopkeepers premium identify now fully identifies, basic only partial id (name only).

ver 0.0.5E1 [July 16/1999]
-#2weapon (ie #2) extended command (same as twoweapon, but quicker to type)
-showweight only does status line weight display
	, invweight does inventory/pickup weight display
-monsters that wield weapons now pick up weptools (muse.c)
-black mold no longer moves (monst.c)
-lit objects thrown down hallways have short-range light effects 
	(zap.c)
-Arkenstone luck working properly (artilist.h)
-monsters striking with non-weapons do piddle damage (1-2) (mhitm.c, mhitu.c)
-you know contents of tins you make yourself (eat.c)
-starving herbivores will no longer eat their own kind (dog.c)
-lightsaber code reworked
	-burn engraving only works with lightsaber on.
	-bashing messages
	-no more Force flowing business when wielding
	-lightsabers are now green,red, blue
	-apply to turn them on
	-deactivate when they hit the floor
	-deactivate after a turn if unwielded
	-lightsabers are a separate skill
	-damage has been increased - they all have the same average damage
	- -3 to hit,  one-handed 
	-charge lightsabers via scrolls of charging
	-red double lightsabers  -4 tohit,  double the dice damage of red lightsabers
		-can also be used in single blade mode 
			(same damage as red lightsaber, but tohit still -4)
	-cursed lightsabers may randomly deactivate,  harder to activate
	-can force chests with lightsaber (but you might end up cutting the chest 
		to pieces by accident ;)
	-#force command to open doors, walls
	-monsters wield and use lightsabers
-#force allows bashing/prying open doors with weapons (use . to force chests)
	-pickax will dig normally through walls/doors 
		(but can bash chests with #force)
	-axes can chop through doors
-minor lighting code cleanup (light.c)

ver 0.0.5E0 [July 07/1999]
-fixed minor pager printing bug -- Myers (pager.c)
-you no longer learn the contents of tins you discard (eat.c)
-sleeping unicorns don't catch gems (dothrow.c)
-spheres are now sleep-resistant (monster.c)

===>1.3 Other Ideas
-------------------
More things.   These are probably long-term goals...

-make all of slash'em ifdef! Probably not until Nethack 4.0 comes out ;B
-christmas! New Quests?
-trap doors lead to same place?
-Different sized levels (for custom levs)
-more quests (randomized - wipe out the xxx, save the xxx, etc.)
-scoring bonuses for /w pets based on # turns?
-OPTIONAL haggling
-pool of water, psi bolt, destroy armour (directable <g>)
        confusion, curse items
-Cleric:  insects/snake summon?, blindness, wounding, hold
-Drain life spell for Necromancer?
-more holidays, special days? (Thanksgiving, Christmas)
-level generator problem of 2 special levels on same level one of them
                unavailable - in the .des file?
                -due to .des file - overlapping branches
-"you caitliff"  message from knights final blow
                try knights vs mimics
-change dungeon map size (global.h ROWNO, COLNO)
-new map types?
-arena
-library
-polymorph abusive?
-training hall
-bar? hiring "pets"
-food with different timers in same slot?
-holy hand grenade of antioch?
-pets getting intrinsics/stun from corpses?
-"i see nobody there" when chatting + blind
        -should still be able to chat?
-various different types of lycanthropes?
        (u_init.c)
-do splash directions for oil
-burning fires
-eating...stop...attack gelat cube...frozen ... finally finished msg?
-score list:  average score,  by player,  total score, etc., by class
        (topten.c)
-not averaging age of food on pickup? (invent.c)
-various were types for Lycanthrope?
-shopkeepers blocking mons w/ pickaxes
        -defending players in shops
-watchmen defending players in towns?
-martial artists being able to catch projectiles at Expert skill?
        shield deflect shots?
-shopkeepers repair pits?
-druid, illusion
-gnome animal affinity, go through cracks?

from balance.txt
~~~~~~~~~~~~~~~~
The following will probably not be implemented until the command patch.

Each role will have designated first and second artifact gifts, and they
will be as easy to get as in NetHack.  The first gift should be a weak
artifact weapon or a non-weapon; the second should be a strong artifact
weapon.

# A different strategy could be used to make it harder to get a
  strong artifact.  Instead of altering the algorithm used for
  wishing and sacrificing in NetHack, more weak artifacts could be
  placed in well-defined places, making it harder to get an
  artifact later in the game.

# Spellcasting classes should get at least basic skill in all of the
  spell skills.

I should examine the newer monsters more carefully and modify or
eliminate the unbalancing ones.
# Some of the newer creatures should be assigned to the appropriate
  special level (e.g. rot worms only in the Wyrm Caverns), or to Gehennom.

# Introduce a disenchantment attack (affects your armor) and defense
  (affects your weapon).  This would be prevented by cancelling the monster
  or wearing a high cancellation factor, but not by magic resistance.
  Available only to monsters generated only in Gehennom, so it wouldn't
  appear until very late in the game.

# Acid attacks should have a chance of removing erosionproofing.

# Eliminate the "plus required to hit" and "hits as if plus" for various
  monsters.  That's already covered by other factors (AC, hit dice,
  damage ranges).

Pets.  Some have gone just too far.
? Is there a compelling reason for having more than one pet name
  option (e.g., dogname, catname, badgername)?

# Bullwhips may get a radius of 2.

# Silver wallets should only carry money and unlocking tools.  No
  changes are proposed for other containers.

Mummy wrappings, potions of see invisible, and probably some other
objects should not be allowed to be invisible objects.

A blessed potion of full healing should restore lost experience levels.

Many additions which I do not intend to discuss here, since they do
not relate to game balance.  I am not considering any more new items
or monsters for this patch.

+--------------------------------+
|Section 2.0 For Those in a Hurry|
+--------------------------------+
===>2.1 Quick Start
-------------------
                Decompress the archive into its own directory.  Run the
        SLASH'EM executable.

                Once in the game,  type in the name for your alter ego.
        You will then be prompted to select a character class.  Select a
        gender and alignment, if necessary.  Once you're on the dungeon map,
        use the number pad to move around (or the standard roguelike keys
        [yuhjklbn], if your turn off number_pad) Move into monsters to
        attack them.  Help is the '?' key, inventory is 'i'.

                Try out the new menu system by hitting the ` key.

+-------------------------------------------------+
|Section 3.0     What is the Nature of this Beast?|
+-------------------------------------------------+
                THE PROBLEM:  The AMULET OF YENDOR has been stolen.  Not only
        that but it appears that the Wizard of Yendor (not a nice person),
        who took the amulet,  is hiding in the Dungeons of Doom (not a
        friendly place).
                The SOLUTION:  Well,  armies have been suggested.
        Maybe hiring a superhero or two.  Unfortunately, it seems that it
        is more economical to offer a reward and let some poor adventurer
        with dreams of glory go and get it.  Guess who's got the enviable
        job of saving the day...

                Super Lotsa Added Stuff Hack - Extended Magic (SLASH'EM)
        is a role-playing game where you control a single character.  The
        interface and gameplay are similar in style to Rogue,  ADOM, Angband
        and, of course,  Nethack.  You control the actions through the
        keyboard and view the world from an overhead perspective.

+-------------------------------+
|Section 4.0 Developer's Soapbox|
+-------------------------------+
                SLASH'EM is an unfinished product.  That means that there 
        are probably more than a handful of bugs and mistakes sprinkled
        throughout the game.  That also means that I'm VERY receptive to
        reports of bugs,  from game-crashing ones to spelling mistakes.
                And the future of this behemoth?  Well - think of it this
        way.  Think of 1.0.0 as the 100% mark,  the final release for this
        incarnation of SLASH'EM  and 0.0.0 as 0% - before anything was
        started.  The current version number should indicate therefore
        the approximate progress towards the magic 1.0.0 release.  Hope
        everyone's still around when I get there - and I really do hope
        to get there ;B

+----------------------------------------------------------+
|Section 5.0 Theoretical System Requirements & Installation|
+----------------------------------------------------------+
===>5.1 DOS PORT
----------------
IBM PC 386SX or greater
DOS or compatible OS
Minimum 3 Megabytes of DPMI memory - RAM or virtual memory
        (CWSDPMI is loaded if a DPMI provider is needed)
Minimum 2 Megabytes of Hard Drive Space (More for Save files)
For Sound: PC Speaker
For Tiles: VGA (640x480x16)

        To start a game of SLASH'EM,  go to the directory you unzipped it
        into and type

                SLASHEM

        To get the VGA tiles in DOS,  you need to edit the slashem.cnf file.
        Find the line that says

                #OPTIONS=video:autodetect

        and change it to

                OPTIONS=video:autodetect

        Unlike your run-of-the-mill windows program,  SLASH'EM is a good
        little program and keeps all its files in its directory.  Just
        delete the directory you unpacked it in and -presto- it's really
        gone :)


==>5.2 Macintosh Port
---------------------
Macintosh with 68020 or later, or Power Macintosh (Untested on 68000)
System 7.0 or later
3 Mb (68k) or 4 Mb (PowerPC) RAM
6 Mb disk space

        After downloading the package, it should be un-BinHexed and then
        unstuffed.  Most web and FTP clients will handle this process
        automatically, or you can use the shareware program "Stuffit Expander".
        The directory structure and method of game play are very similar to NetHack.

===>5.3 Also Available
----------------------
Linux port (tty and Qt)
OS/2 EMX port (tty)


+-------------------------------+
|Section 6.0 The Optional Things|
+-------------------------------+
-There are a couple of new options that can be set in the 'O'ptions menu
        (or in the config file)

showdmg        
  shows dmg done onto monsters (sometimes) and dmg recieved (default FALSE)

keep_savefile
  allows you to not delete the savefile. (please note that this could detract 
  from your enjoyment of the game,  and is currently unstable) 
  (default FALSE)

pickup_burden
  Set encumberence level to begin prompting when picking up objects 
  (defualt MODERATE)

role
  Your starting role (e.g., role:Barbarian, role:Elf).  Although
  you can specify just the first letter(s), it will choose only
  the first role it finds that matches; thus, it is recommended
  that you spell out as much of the role name as possible.  You
  can also still denote your role by appending it to the "name"
  option (e.g., name:Vic-V), but the "role" option will take
  precedence.

gender
  Your starting gender (gender:male or gender:female).
  You may specify just the first letter.  Although you can
  still denote your gender using the "male" and "female"
  options, the "gender" option will take precedence.

align
  Your starting alignment (align:lawful, align:neutral, or
  align:chaotic).  You may specify just the first letter.

autoquiver
  If you use the (f)ire command when the quiver is empty, and
  this option is set, a suitable weapon will be placed in your
  quiver.  You must still remember to wield your bow if you plan
  to fire arrows (or other launcher/ammo combination).  You may
  still use the (Q)uiver command manually, if desired.
  (4E3)
  Defaults to true.  (4E4)

pushweapon
  If true, then using the (w)ield command will push your old
  main weapon (if there is one) into the secondary weapon slot.
  (4E2)

# The order of the symbols is:
# solid rock, vertical wall,horizontal wall, upper left corner,
# upper right corner, lower left corner, lower right corner, cross wall,
# upward  T wall, downward T wall, leftward T wall, rightward T wall,
# no door, vertical open door, horizontal open door, vertical closed door,
# horizontal closed door, IRON BARS, TREE,
# floor of a room, dark corridor, lit corridor,
# stairs up, stairs down, ladder up, ladder down, altar, headstone, throne,
# kitchen sink, toilet, fountain, pool or moat, ice, lava,
# vertical lowered drawbridge, horizontal lowered drawbridge,
# vertical raised drawbridge, horizontal raised drawbridge, air, cloud,
# under water.
DUNGEON=032 186 205 201 187 200 188 206 202 203 185 204 \
        250 196 179 179 196 035 084 \
        250 176 177 030 031 \
        024 025 240 239 234 236 \
        235 244 247 249 247  \
        186 205 186 205 032 035 247

+-------------------------------------------+
|Section 7.0 Who's Responsible & The Credits|
+-------------------------------------------+
===>7.1 Contact
---------------
        Have a Question?  A nasty bug got you down?  The following people
        should be able to lend you a helping hand.

        * Primary Maintainer:  Warren Cheung (wac@intergate.bc.ca)
                -If it's broken,  it's probably his fault ;B
                -I compile the Win32 and DOS binaries.

        * Macintosh (and many other things): None at present
                Paul Hurtley (paul@ilium.demon.co.uk) has compiled recent versions
                available at his SLASH'EM for Mac-PPC website 

                http://www.ilium.demon.co.uk/Slash-EM/index.html

        * Linux, Qt Ports: None officially at present
		J. Ali Harlow (ali@avrc.city.ac.uk) has recast my releases in the 
		style of vanilla nethack,  and has tips for compiling SLASH'EM 
		under Linux (which may also apply for other Unix boxes)		
        
        	http://avrc.city.ac.uk/nethack/slashem.html

        * Nethack DevTeam: nethack-bugs@linc.cis.upenn.edu
                -they are in charge of Nethack (currently 3.2.2) and have NO
                 association with the SLASH'EM technical support process.
                 Please do not send them mail about SLASH'EM unless it also pertains
                 to Nethack.
                 
                 http://www.nethack.org/

===>7.2 Pillars of Strength
---------------------------
Thanks to My Mom.

Anthony Tang, Valerie Wong, Bibiana Wong, Brian Chan, Sylvia Chan,
Tania Bangayan, Sylvia Chen,  Rachel Chu, Huijin Kong,  Sandy Mak,
Francesca Ranada, Christine Tam, Joel Wagler, Geoffrey Wan, Geoffrey Cowan,
and Katrin Veiel.

===>7.3 Acknowledgements
------------------------
        Thanks to Kevin Hugo (hugo@cae.wisc.edu),  the previous Macintosh
        maintainer and the author of many changes,  who has had to move on to 
        other projects.
        
        Thanks to Dirk Schönberger (shoenberger@signsoft.com),  who worked on
        the Qt and Linux ports.

        Thanks to Ben Olmstead for mirroring the homepage.

        Thanks for the support, bug reports and suggestions of 
        (in no particular order):
        
        Pat Rankin,  Linley Henzell,  0ystein Kerstad,
        Jim Miller, pi, Steven Uy, Alex Critchfield,  Mike Balcom,
        Sascha Wostmann, Drew Curtis, Daniel Krause, E. P. Dinklewhopper,
        Tim Jordan, Lukas Geyer, Kresimir Kukulj, Brent Oster, Travis McKay,
        Jared Withington, Philippe-Antoine Menard, Ain Uustare, Doug Yanega,
        David Tang, Lief Clennon, Robert Herman, Petra Prinz,
        Aki Lumme, Nick Number,  Robin Johnson, Heiko Niemeier, Chris Bevan,
        David Damerell, Kevin Hugo, Daniel Mayer, Ben Olmstead, Tom Friedetzky,
        Kalle Niemitalo, Sabine Fischer, Christian Bressler, Jake Kesinger
        Chris Subich, Paul Sonier, Peter Makholm, Matthew Ryan, J. Harlow,
        George Stephens, Bruce Co, Edward Walker, Karl Garrisson,
        Finn Theoderson, Kelly Bailey.

+---------------------------+
|Section 8.0 Other Resources|
+---------------------------+
Author:  Warren 'WACko' Cheung (wac@intergate.bc.ca)
Homepage:
        http://wac.cjb.net/

        which currently point to 
        
        http://www.intergate.bc.ca/personal/wac/

SLASHEM Homepage:
        http://slashem.cjb.net/

        which currently point to 
        
        http://www.geocities.com/CollegePark/2458/

        Mirror:
	http://www.mines.edu/students/b/bolmstea/slashem/
