Hello!  Welcome to
***********************
*SLASH'EM ver 0.0.3E5!*
***********************
A Nethack Variant

What is the Nature of this Beast?
---------------------------------
It's Nethack 3.2.2 (nethack-bugs@linc.cis.upenn.edu)
Combined with SLASH6
        ==>  SLASH 4.1.2E8 from Enrico Horn(enhorn@Wirtschaft.TU-Ilmenau.De)
        SLASH is Super-Lotso-Added-Stuff-Hack.  Pretty much, it's Nethack
        with more spells, monsters,  artifacts, character classes and
        other added features.

Throwing in the Wizard Patch 0.7
        Larry Stewart-Zerba(larry@cs.uq.edu.au) and
        Warwick Allison (warwick@cs.uq.edu.au)

        The Wizard Patch takes the skills system in Nethack 3.2.2 and extends
        it to include spellcasting abilities.  It also added some spells.
        As a note, I chose not to include (left commented out)  the
        decreased power regeneration code.

Enriched with additional tiles by
        Dirk Sch”nberger (shoenberger@signsoft.com)

Add half a pound of bugfixes,  new spells,  tweaked/new special abilities,
        random features as they come to yours truly

Toss in some submissions from other Nethackers

==>  SLASH'EM - Super Lotsa Added Stuff Hack - Extended Magic!
        (OK,  the name needs work - Feel free to suggest!)

        At this point,  I can safely say that I am happily deviating off
on my own merry way,  fixing/adding things as I see fit.  But don't worry! If
something ever bothers you (something is bound to) feel free to raise the
issue with me!  I'll be glad to see if I agree with your reasoning ;)
        Thanks for the support-suggestions are coming in - nowadays there's
a nice, manageable stream of bug reports.  Thanks to everyone who has mailed
me!  Yet again,  if there's something you'd like implemented,
go ahead and mail me.  It just may get done,  although it tends to be
largely a matter of luck, my programming skills and stumbling upon the
right parts of the source code.
        But anyhow, have fun playing (I mean, beta testing ... that's right)
with it!  Your part is playing (and enjoying) and sending in any problems
you have with my "decisions" (most of which were 'it's 2 am ... where will I
put this...' type of thoughts),  any bugs and suggestions!  Constructive
comments only, please,  as usual.
        By the way,  if anyone goes to the hassle to write a full-fledged
*review* of this,  I'd be very interested in how this does ... ;B
        As well,  I've just received patches with bugfixes
for my less than exemplary code.  Feel free to point out my stupidity, or
send in/point me towards other patches ;B

Theoretical System Requirements
-------------------------------
IBM PC 386SX (Bare minimum)
DOS or Win95 in a DOS window
3 Megabytes of RAM
2 Megabytes of Hard Drive Space (More for Save files)
For Sound: PC Speaker
For Tiles: VGA (640x480x16)

Recommended
-----------
486 or higher processor
4 Megabytes of RAM (1 Meg Disk Cache)
VGA (640x480x16)

Quick Start:  How To Play
-------------------------
-To start a game of SLASH'EM,  go to the directory you unzipped it into
        and type
                SLASHEM
        Type in the name for your alter ego,  and select a character class
        Select a gender and alignment,  if necessary
        Once you're on the dungeon map,  use the arrow keys to move around
        (or the standard roguelike keys,  if your turn off number_pad)
        Walk into monsters to attack them.  Help is the '?' key,
        inventory is 'i'.
        Try out the new menu system by hitting '`' (tilde).

-To use the slamXXX.pat file, you need the patch.exe program.
        Go into the top directory of the unpacked SLASH sources.  
        (eg.  C:\GAMES\SLASH) and type:

        patch -p 1 < slamXXX.pat

        That should do it!

The Optional Things
-------------------
-To get the VGA tiles,  you need to edit the slashem.cnf file.  Find the
        line that says

        #OPTIONS=video:autodetect

        and change it to

        OPTIONS=video:autodetect

-There are a couple of new options that can be set in the 'O'ptions menu
        These all default to false

        showdmg:        shows dmg done onto monsters (sometimes) and
                        dmg recieved
        keep_savefile:  allows you to not delete the savefile.
                        (please note that this could detract from your
                        enjoyment of the game)
        save_prompt:    prompt for quit after saving

The New Surprises That You Are Supposed to Find While Playing
-------------------------------------------------------------
TODO
-green slime
        -give acid attack,  one touch?
        -mhitu, uhitm
-monster players?
-invent.c - fix hands,feet, etc when poly'ed

ver 0.0.3E5 [Apr 30/1998]
-Doppelgangers have a 1:20 chance of becoming a "new man" rather than 1:5
        (polyself.c)
-can no longer wield a pickaxe by applying if holding a shield. (apply.c)
-made all character classes level 10,  and just G_NOGEN
        -change to no special gen flags?
        (monst.c)
-bad food has been moved before worm tail so that it will be randomly
        generated in the dungeon (monst.c)
-if you are polymorphed as green slime,  sliming has no effect
        -xyou get to passively respond to sliming
        -if fire elemental,  fire vortex - Immunity
        (mhitu.c)
-ghouls will no longer eat stoning corpses, riders(!!) (eat.c)
-fix cockatrice, basilisk, chickatrice and pyrolisk (and eggs)
        -eat corpse: pyrolisk no longer stones, basilisk stones
        -eating eggs: basilisk, chickatrice, asphynx now stone
        (eat.c)
        -throwing: eggs, corpses  - basilisk, chickatrice, asphynx now stone
                at self (dothrow.c)
        -pets will no longer eat corpses, eggs (dog.c, dogmove.c)
        -touching corpses (invent.c)
        -monsters attacking each other with corpses (mhitm.c)
        -tinning (apply.c)
        -wielding (do_wear.c)
        -monsters picking up without gloves, eating
                (mon.c)
        -monsters regurgitating, attacking you with corpse
                swallowing (mhitu.c)
        -picking up corpses (pickup.c)
        -monsters stealing corpses (steal.c)
        -no killer == by petrification (timeout.c)
        -touching after falling -players and monsters
        -untrapping (trap.c)
        -gloved monsters will look for petrifying corpses (muse.c)
        -monsters will wield all petrifying corpses (weapon.c)
        -wielding petrifying corpse w/o gloves == stoning (wield.c)
        -kicking petrifying corpse stones (dokick.c)
        -eating petrifiers,  throwing eggs, hitting with corpse (uhitm.c)
        -if polymorphed in to a biter/tentacle/kicker,  will not use touch
                attack if wielding a weapon and attacking a cockatrice.
                Same for monsters wielding weapon but also having hth attacks.
                (eg.  mind flayers)
                (uhitm.c, mhitm.c, mhitu.c)
-fixed selfpolymorph into silver dragon not giving reflection
        silver dragon armor gives protection from god lightning
        and monster defensive gaze attacks
        (mhitu.c, zap.c, pray.c, uhitm.c, youprop.h)
-for some reason,  Wizard Patch made the probability of being hit by
        a wand always 15/20.  Now based on AC
        (zap.c)
-you will now die if polymorphed and hit by a wand of death/disintegration
        blast.  Fixed bug in losehp that 'return' before the check for
        negative hp if poly'ed
        (hack.c)
-losehp no longer does damage to your original hp if polymorphed (hack.c)
-eating mimick corpse used to always end with " prefer mimicking a human"
        even when polymorphed. Will also catch gnomes as well now (eat.c) 
-dark elven equip do MUCHO more damage in the hands of elves
        - especially during special ability... (uhitm.c)
-fixing the dropping some of quiver/secondary weapon unwields all
        standard 'd'rop and traditional 'D'
        (invent.c)
-bugfixes (A big thanks to Max for sending me a patch containing almost
all of this of this - all I did was check do a couple small corrections
or changes!) function declarations, unused variables, typedefs
variables not correctly casted, brackets - major code cleanup!...
        -fixed/added some prototypes
                (extern.h, system.h)
        -removed unused var temp
                (allmain.c)
        -fixed casts
        -fixed brackets
                (apply.c)
        -corrected prototyping,  sprintf syntax,  casts
                (botl.c)
        -corrected fcn declarations
        -removed unused variable res in makemenu
        -junk_char in parse is now ifdef BORG
                (cmd.c)
        -cast fix
                (dokick.c)
        -volley count fix
        -cast fix
        -fcn declaration
                (dothrow.c)
        -fixed ambiguous brackets
                (eat.c)
        -made resist message nonambiguous resistance type
        -now showdmg as per uhitm
                (explode.c)
        -added prototypes for redirect, docompress
        -made filename, mode in redirect and docompress const char
                (files.c)
        -losehp does no dmg if invulnerable
                (hack.c)
        -missed check for accessing null variable in new menu access UI
                (invent.c)
        -bracketing
                (makemon.c)
        -survive poisin if invulnerable
                (mon.c)
        -fixed casting in askchain
                (pickup.c)
        -monsters can resist !oPoly
                (potion.c)
        -added a declare for god_gives_pet
                (pray.c)
        -added fcn declare for read_grave
        -made epitaph a const char
                (read.c)
        -made variable fd in dosave ifdef KEEP_SAVE
                (save.c)
        -removed unused variables
        -added correct casting for various variables, arguments
                (shk.c)
        -removed unused vars cl, buf
                (shknam.c)
        -added declares
        -removed unused variables
                (spell.c)
        -added declare for write_timer
                (timeout.c)
        -made *fmt static const char from static char
                (topten.c)
        -added fcn typedefs
        -fixed martial_dmg - doesn't need params
        -added ifdef SHOW_DMG to polymorphed player attacks
        -fixed monster damage taken twice.
                (uhitm.c)
        -fixed casting for null argument of view_from
                (vision.c)
        -added some typedefs
        -fixed "no ammunition" message
        -rearranged readyweapon to catch null wep first
                (wield.c)
        -removed unnecessary variable buf
        -replaced long string of if comparison with strchr with 
                (u_init.c)
        -bracketing, static fcn declare
        -removed unused variable int i in zapping fcns
        -explosions now show monster dmg
        -survive disintegration/death zaps if invulnerable
                (zap.c)
        -removed unused variable (char buf)
                (wintty.c)
        -fixed prototypes
                (unixmain.c)
        -added prototypes
                (unixunix.c)
        -removed unused variable
                (makedefs.c)
        -added SHOW_WEIGHT option
                (flag.h, options.c, objnam.c)
-should have fixed the problem with encumber messages appearing at the
        beginning.  (attrib.c) Tough nut to crack - one of the things that
        only appears every now and then,  and you can't tell that it's
        broken until it appears again.  Pink Elephant.
-added grave, toilet symbol positions to dungeon option definition
        (guideboo.txt, guideboo.mn, guideboo.tex, nethack.cnf)
-monsters using unicorn horn message fixed.  Is now
        "xxx uses a unicorn horn"  rather than "xxx uses a unicorn horns"
        (muse.c)
-you will at least throw one of an object when you throw.  Unskilled
        used to be completely unable to throw objects.
        (dothrow.c)
-gas spores no longer explode as wands (as food;B) (mon.c)
-fixed damage sustained in retributive strike ('a'pplying
        wands) and double damage in explosions. (explode.c)
-armor falling off will no longer disappear (polyself.c)
-fixed config file not detecting system properly (file.h)
-added more tiles courtesy of Dirk!
        -monadic deva, astral deva, Planetar, Solar, storm giant,
        ghast, bar-igura, chasme, babau, nabassu, gila monster,
        basilisk, komodo dragon, High Lycanthrope have tiles!!
        (monsters.txt)

ver 0.0.3E4 [Mar 31/1998]
-fixed the god giving gift (spellbook/sword) messages. (pray.c)
-Tsanth code patches:
        -dimasber now exercises twohanded sword skill (weapon.c)
        -dimsaber now acts as a +4 weapon (uhitm.c, mhitm.c)
        -dimsaber now burns engravings (engrave.c)
-'D' or 'L' no longer destroy armor when taking it off  - the message said
        the 'D' or 'L' took off the armor quickly,  but the code
        destroyed it ;B (polyself.c)
-the duration for 'L' and 'B' is quite reduced at higher levels (used to be
        30+ turns long at high levels!).  Increased length of 'E' and 'S'
        specials slightly
        (cmd.c)
-Doomblade,  Staff of Withering are now aligned to starting 'L' base.
        (artifact.c)
-"MU GETSU NO RAIGUMI!", Shermie from King of Fighters '97,  is
        now the lightning yell.
-"RUPUSHI KAMUI EMUSHI-TOITOI!", Rimururu from Samurai Shodown is now
        the cone of cold yell.  Hope I got it right ;B (zap.c)
-Gauntlets of Power no longer make you weaker if you had base 19+ strength
        (attrib.c)
-acid worms are now stone resistant,  and confer stone resistance. (monst.c)
-proper removal of wielded secondary weapons/quiver when you eat,  it rots
        away,  etc. (dig.c, eat.c, steal.c,  trap.c)
-you can also multithrow daggers now when skilled or up (dothrow.c)
-fixed bug where dropping some but not all of a wielded item (in quiver
        or secondary weapon)  unwielded it. (do.c)
-updated the dedication (Pillars of Strength) in this document
-fixed the filename for the guidebook.  Is now guideboo.txt for
        msdos (problem accessing from menu)  (global.h)
-fixed wrong message appearing when Envoy of Balance and receiving objects
        (pray.c)
-changed the elven damage during special use is +1 if using normal arrows
        +2 if using elven (uhitm.c)
-monsters casting lightning strike now call lightning strike special fx code
        (mcastu.c)
-[xx pts.]  damage display does not show up for explosions if
        option is not set anymore. (explode.c)
-Valkyries can now go to Expert with Matter spells (u_init.c)
-slashem website can now be reached at http://slashem.home.ml.org
-fixed bug that caused a crash when firing arrows and running
        out of ammo ;B (dothrow.c)
-strength adjustment really is quiet now ;B (u_init.c)
-removed leftover debugging code that was putting "6" at the
        beginning of message history. (dungeon.c)
-New STORM capability for lightning, fireball, and cone of cold
        If you are skilled, or have the respective resistance,  or are
        of the class type V, F or I respectively,  if you Zap the spell
        at yourself (hit '.')  you cast the "storm" variant of the spell.
        Pretty much, instead of a beam,  you get a whole bunch of explosions
        in the area around you.
        (zap.c)
-when "unpolymorph", you have 1/2 full hp (polyself.c)
-fixed bug that made gold show up only when showscore is on
        (botl.c)

ver 0.0.3E3 [Mar 04/1998]
-Acknowledgements added.  Let me know if I spelled your name wrong,
        or I forgot someone ;B  To all those people who bothered
        to tell me SLASH'EM is broken.  <g>
-Linux support is officially included! Go to the sys/unix and follow
        directions in there for setting up for Unix.  Don't forget
        to uncomment the right unix type in unixconf.h (namely LINUX,
        although other Unices should be fine too...)  I don't
        personally have any way of verifying whether this works,
        but I hear that it should be fine ;B  (whole bunch of directories)
        Also includes Qt and X windows support.
-fixed problem where not wearing gloves when hitting monsters caused a page
        fault.  I'm learning a bit late to be careful with NULL pointers...
        (uhitm.c)
-fixed problem causing bigroom from not being created properly (dungeon.def)
-Undead Slayers starting with 2 wooden stakes bug corrected (u_init.c)
-Elves have a new special ability - they do +2 damage on arrows and
        shoot 2 extra arrows for 1-3 turns. (elven equip.)
        or 1 extra shot if non elven bow and arrows.
        Replaces weapon practice. (dothrow.c, cmd.c, uhitm.c)
-added spoon handling code just in case monsters decide to
        throw it (mthrowu.c)
-monsters will now use dark elven arrows, short swords and bows
        silver dagger given more priority (was after rocks!)
        (weapon.c)
-monster elves, samurais get multiple shots with their special weapons
        elven bows and arrow, yumi and ya. Monsters using elven equip
        get extra shots as per players (mthrowu.c)
-fixed bug that kept monsters from shooting ya (bamboo arrows)
-fixed bug that crashed shopkeepers' menus if you hit 'esc' to quit them
        (shk.c)
-reworked the throwing code.  Added multiple bow/weapon throws for
        anyone with more than basic skill.  You throw an extra
        object for every level above basic,  and another extra one
        if you're a samurai using yumi and ya or an elf with elven
        bow and arrow.  Extra throws for using elven equip (dothrow.c)
-fixed bug where dropping secondary weapon when polymorphing caused a crash
-redid the hallucination objects code (objnam.c) to be more reasonable
-added Tsanth's modifications:
        Perseus' Silver Wallet:  Artifact super BoH
                4x wt cursed
                /3 wt normal
                /6 wt blessed
              with rudimentary tile 
        the dimsaber - neutral lightsaber
                new tiles for dark, light and dimsaber
        the spoon - FF2 thrown weapon that does 9999 dmg (with tile)
        wizard mode AC gain, invulnerability
        Exact modifications are in slamfaq.txt

-added Tsanth's petname code.  Now you can specify the name of your first
        badger, bat, ghoul....
       (opthelp, opthelp.des, decl.h, decl.c, dog.c, files.c, options.c
       guideboo.tex, guideboo.mn, guideboo.txt)
-fixed a bug I caused by commenting stuff out in mkobj.c that was
        creating double corpses.  And I thought I was being smart ;B


ver 0.0.3E2 [Feb 21/1998]
-redid and updated the menusystem (cmd.c)
-fixed silly bug in hmon() (uhitm.c)  that caused DPMI crashes under DOS DPMI
-skillled spellcasters can cast spells without enough power by suffering
        hp loss.  This will abuse wisdom if you're not Expert level (spell.c)
-updated the docs (guideboo.mn, guideboo.tex, hh, cmdhelp, help)
        with the new '`' and '*' commands
-hitting esc in a submenu brings you back a menu
        (func_tab.h, cmd.c)
-bug fixes:
        -fixed damage showing up during kicks even if showdmg isn't on
                (dokick.c)
        -fixed polymorphing into new man not updating vision (polyself.c)
        -fixed dmg display for kicking (dokick.c)
        -got rid of the "musical notes" in command help.
                cmdhelp needs to be flip -u (unix style end of line rather
                        than DOS style carriage returns and linefeeds)
        -fixed problems with boulders,  hallucination is better (objnam.c)
        -fixed Monks dmg going down to 10 pts at reaching grand master of
                martal arts before exp level 16 (uhitm.c)
-made patch file using diff -c -r -N.  All future source code releases will
        probably be in this format.

ver 0.0.3E1 [Feb 16/1998]
-there is a "more" at the end of the firing of a beam weapon to let you enjoy
        the effects ;B (and take in the damage)
        (zap.c)
-adding menu system accessible by the ~ or ` key
        (cmd.c, func_tab.h)
-the weapon selection screen removes swapwep and quivered weapons from
        wield list,  like the primary weapon is normally removed
        (invent.c)
-adding Angband style inventory done by "body part"
        Currently an elaborate hack ;B
        (cmd.c, invent.c, do_wear.c)
-the FPU coprocessor emulator is now linked into the executable.
        -added -lemu to the linker flags
        -should now allow 486sx and lower machines to handle things properly        
        (makefile.gcc)
-enchanted gloves +ses (and -ses) add to barehanded combat damage
-added alternate spellings to pick-axe - pickaxe and pickax
        the right way to spell it IMHO ;B
        (objnam.c)
-enchant armour catches negative enchantments as per positive enchants
        for those silly people who try to enchant beyond -127.  Now paralels
        the +ve case.
        (read.c)
-Since everyone should be in the credits,  I've shortened the
        intro screen and and modified the copyright banners
        (wintty.c, patchlev.h)                
-added Nathan La to the credits.  Reordered the credits properly so that
        SLASH'EM came after SLASH (silly boo-boo)
        (guideboo.mn, guideboo.tex, guideboo.txt)
-mall level now has at least one guaranteed (random) shop.
        (mall-1.des, mall-2.des)
-bug fix:  if polymorphed into a form that hates silver or a lycanthrope,
        "silver sears your flesh" and dmg bonus done properly (mhitu.c)
        [used to be only class 'L' players were checked,  and only for
        lycanthrope.  Now follows hates_silver and lycanthrope check]
-breaking wand of death will create a "sphere of death" rather than
        disintegration field (explode.c)
-Fixed the stat.h reference in files.c - should fix a Linux bug
-replaced nethack references/e-mail in junk mail with my e-mail
        and SLASH'EM ver number (mail.c)
-wishing now accepts abbreviations (BoH == Bag of Holding)
        (objnam.c)
-minor update to text documentation (guideboo.txt, slashem.txt)
-hit messages for monsters using beam weapons fixed e.g. yellow dragon
        acid breath (zap.c)
-monks can start with a spellbook of protection rather than force bolt
        (u_init.c)
-generic direction prompt has a list of possible directions, to match
        the digging prompt. (cmd.c)
-fixed the score display on the bottom line. Score should now show up
        only once, and only if showscore is TRUE in the config
-fixed the Xp display.  the showexp option is now active again
-the [xx dmg] and (xx dmg) are now activated by the showdmg config option
        (hack.c, uhitm.c, mhitu.c, options.c, flag.h, makedefs.c, config.h
        guideboo.tex, guideboo.mn, guideboo.txt)

ver 0.0.3E0 [Jan 30 1998]
-Added new names for various Doppelganger levels
        -Copier x3, Shifter x2, Changer x2,  Adept Changer, Master Changer
        -now Copier, Duplicator, Modifier, Shifter, Clone, Reshaper,
         Manipulator, Adept Changer, Master/Mistress of Forms
         (botl.c)
-Monsters have more (default) inventory (makemon.c)
        -Hobbits (monster) with slings also have rocks to throw now ;B 
                -have a chance of wearing leather armour if not
                        wearing elven mithril
        -Ogres get clubs if they don't have axes
        -All orcs have at least an orcish dagger
        -Mordor Orcs get 1:3 chance of getting orcish spears
        -Goblins get orcish shortsword 1:3
        -Hobgoblins get either morning star 1:3 or 1:3 orcish short sword
        -kobolds get javelins 1:4 or darts, short sword 1:4 or dagger
        -mind flayers get robes 1:2
        -master mind flayers get robes of protection 1:10, robes of power
                1:10 or else robes 
-you get the [xx pts.] damage report from all calls to losehp()
        eg thrown weapon damage
        (hack.c)
-if invisible and teleported into a shop,  you are allowed to leave
        (shk.c)
-when polymorphing - "feel like a new elf/man/woman"  now added gnomes
        -as well, gnomes polymorphing into gnomes become new gnomes
        (polyself.c)
-Reworked the monk attack code again. (uhitm.c)
        -Bug fix:  Monks should now gain experience in martial arts
        -All martial arts users get extra damage,  Monks can just
                do more damage (eventually)
     Martial Arts and:
        Monk and Grand Master   6d4
        Grand Master            5d4
        Master                  4d4
        etc....
        Basic                   1d4
-Undead Slayer inventory changed (u_init.c)
        -now starts with wooden stakes
        -matched with whip +2 or silver spear [Castlevania] 25%/25%
                or crossbow [Buffy] 50%
        -silver daggers or crossbow bolts
        -helmet or low boots +1
        -chain mail or leather jacket +1
-reworked kicking damage
        -includes bonuses due to +ses on boot
        -kicking boots,  rings of damage, +ses will do (some) damage
                against thickskinned animals (eg dragons)
        (dokick.c)        
-made bare handed combat and martial arts separate skills
        (you.h, weapon.c)
-wooden stakes now use the dagger weapon skill,  and are piercing weapons.
        -if you are an expert with the dagger or an undead slayer
                have a chance at plunging the stake into the heart of the
                vampire,  which will kill it instantly and vape the corpse
                (uhitm.c)
-Gnomes start with more equipment:
        -short sword, aklys, hammer
        -crossbow or sling w/ bolts or rocks
-Flame/Ice Mages, Necromancers start with +1 blessed quarterstaves,
        spellbook force bolt
        (u_init.c)
-pets will no longer eat own species unless starving.
        (dog.c)
-reworked the weapon swapping code
        -quiver,  secondary weapons init properly (u_init.c)
        -no weird inventory names when failing to swap to a 2-handed weapon
                from a single weapon and shield 
        (wield.c)
-DOS binaries now compiled using PGCC 1.0.1
-the tile files are now "absorbed" into NHDAT.  The files
        *.tib are redundant now ;B.
        (dlb.c, dlb.h, pctiles.c)
-bug fix:
        -FATAL BUG fixed: ball and chain on Water Level (Endgame) used
                to cause crashing (dungeon collapsing)
                Fixed. (mkmaze.c)
        -MAJOR bug:-The game used to crash if you hit esc, space in
               the spelluser's special ability menu. Fixed (spell.c)
                -spellusers' special abilities should no longer crash/
                        cause errors. (spell.c, cmd.c)
        -fixed healing spells showing up with a class "restore"
                in Zap menu.  now "healing" (spell.c)
        -bug fix: Shopkeeper will get mad at people escaping the shop
                even if unable to stop them from leaving or grabbing their
                backpacks
                (shk.c)
        -Wearing a wielded ring will take it out of your hand
                You used to be able to both wield and wear a ring
                (do_wear.c)
        -the "new strength" message has been disabled (u_init.c)
-Candle of Eternal Flame now has an eternal flame
        -fixed the "partly used" in description
        (artifact.c, apply.c)
-In the shopkeeper's menu,  'uncurse' is now spelled correctly (shk.c)
-noartifactwish (defined by default) now stops ALL artifact wishing
        -undefining noartifactwish will let you wish for limited
        artifacts (objnam.c)

ver 0.0.2E9 [Jan 17 1997]
-included CWSDPMI (for the pure DOS users)
-binaries now compiled with PGCC 1.0
        -NOTE to PGCC users:
                -To get this going, I had to stubedit the PGCC cc1.exe
                 to a stack size of 768k from 256k
                -The stack size of the the DJGPP cc1.exe is 768k
        -This binary is now Pentium optimized,  with an optimization
         level of O6 (for those of you who don't use PGCC,  that's
         the maximum optimization.  To compare, gcc was optimizing
         before at O2.  The original makefile optimized at O1)
         (makefile.gcc)
-Added Skill type headings in the skills list (weapon.c)
-wand beams will now clear when bouncing back,  so that you can see the
        bounce (zap.c)
-wands of lightning will always explode if used underwater,  except
        if the wand is blessed. (zap.c)
-cursed wands will blow up MUCH more frequently
        -explosion is done similar to breaking the wand
        (zap.c, apply.c)
-Sunsword,  Holy Spear of light are now a light source
        -slight bug - once created,  they are NEVER deleted (just hidden)
                -It's not really a problem, as you can't turn them off ;B
                -only minor thing is if there end up being a lot of artifact
                 lights,  this could become quite draining on resources for
                 slower comps.
        (artifact.c, mkobj.c, light.c)
-Toned down the monk.  He got to be a bit powerful at high levels.
        -His base damage is maxxed at level 16 (6d4 + 2) (uhitm.c)
        -max AC bonus of -11 (due to level) (do_wear.c)
-fixed makedefs -f to not use strlwr.  Changed some defines.(makedefs.c)
-weapons/objects with names that have "holy" in them can be wished for
        (mostly artifacts).  Holy no longer means blessed (objnam.c)
-old feature:  changed the name of some constants
        -weapon.c, you.h,  spell.c, u_init.c
-added explosion tiles/colored chars for lightning and death/disintegration
        (lightning is white, death is grey on tty nontile)
        (other.txt, explode.c, rm.h, drawing.c)
-Necromancers start with quarterstaff (u_init.c)
-redid the bouncing code so that bounzing 'zaps' don't go into walls.  Looks
        nicer ;B (zap.c)
-bug fix:
        -plugged up an object leak in studyspell (spell.c)
        -make spotless now deletes the filename.h (since it will be generated
                automatically by makedefs) (makefile)
        -problem with spellcasters starting with a blank spell read.(u_init.c)
        -explosions are properly clipped for walls/corridors (explode.c)
-Flame Mages,  Ice Mages, Necromancer get Wizard bonus for breaking wands
        -(damage /10)
        (explode.c)
-light sourcing for effects
        -light sourced zap, explosion for lightning and fire spells
        -light sourced camera flash
        -could be computer intensive, so I made it a compile-time option
                -#define LIGHT_SRC_SPELL in config.h
        -this had better work...tough to implement!
                -I had to add another light source type - LS_TEMP
        -BTW, I went to the elemental plane of fire and stressed tested the
                light sourcing code.  Thing still flies on the Pentium.  I
                do have to note that the "on-the-fly" light sourcing is
                very neat.  Kudos to the person who did the vision system ;B
        (vision.c, zap.c, explode.c, config.h, vision.h, display.c)
-executables now compressed with DJP  - exe is a little less than half
 previous size! (makefile)
-when invoked from cmd line with -?, etc,  usage no longer includes .exe after
 game name
        -stubedit now supplies an argv0 w/o .exe
        argv0=$(GAME) [in (makefile)]
-when blind,  differentiates between nearby and distant zaps
        (muse.c)

ver 0.0.2E8 [Jan/07/1998]
-Flame/Ice Mages have weapon skills severely curtailed.
        -Flame Mages now use primarily small-medium blades
        -Ice mages use stabbing(piercing) weapons
        -neither have any more ability in bows, etc.
        (u_init.c)
-fireballs are now bolts rather than streams (spell.c)
-the FAQ has been updated with the NHPlus changes.  It should now cover
        nearly all the changes due to SLASH (and its predecessor NHPLus)
        and Wizard patch. (slamfaq.txt)
-increased lights/fire vortex to cast light at range 3,  fire elementals
        at range of 2. Since my computer just zips through SLASHEM,
        mail me if you encounter performance problems. (mondata.h)
-The vision tables are now defined.  Supposed Performance boost (I can't
        tell...This game always flew on this comp) (config.h)
-config file is now SLASHEM.cnf.
        -makedefs now constructs filename.h using -f which defines filenames
                -actual game name is in patchlev.h
        -affects the config file,  tile files
        (filename.h [new file in \include], file.h (new file in [\include],
        files.c, makedefs.c, patchlev.h)
-blessed scrolls of genocide now have menusystem.  access by typing '?'
        (read.c)
-added message for monsters clawing- now "claws you!" rather than just "hits!"
        (mhitu.c)
-bug squash: (mostly from reading old r.g.r.n news)
        -'a'pplying wand of fireball now has correct effect
                as well, applying a wand of fire or fireball does NOT
                identify the wand,  but does as if you wish to name it
                (apply.c)
        -genocided monsters wearing amulet of lifesaving but not
                visible no longer generate a message.
                (mon.c [lifesaved_monster])
        -rust monsters now work properly - will only attack nonmetal items
                or your main body.  (mhitu.c [hurtarmor])
        -elbereth engraving now repels monsters again.  If you don't want to
                use it, just remove the define elbereth/don't use it ;B
                (mon.c, monmove.c)
        -"pile of coins" message for evil food and "piece of food"  for evil
                food mixup fixed. (drawing.c)
        -handling of riders and disintegration (especially Death) improved
                -riders were absorbing disintegration blasts
                -Death was getting HP reduced to 1
                        -Death now gains HP as per original code
                (zap.c)
-F1 now invokes help (pckeys.c)
-setup.bat now copies makefile.doc to the doc directory (setup.bat)
-optimized compiling now.  Compiler uses -O2 compiling rather than -O
        -Linker uses -s,  removing symbol tables
        -.exes are smaller,  supposedly faster.
        (makefile.gcc/makefile)
-failed stealing, most special abilities now take a turn (cmd.c)
-silver daggers are now piercing weapons ie. can now be thrown w/o
        penalty.  (objects.c)
-players start with spells in spellbooks memorized. (spell.c, u_init.c)
-players now start with secondary weapons wielded,  ammunition in
        quiver (u_init.c)
-pressing ^P twice consecutively will bring up message history
        tty port only.
        (topl.c)
-the shell was accidentally commented out (PC ports)
        Can now shell out to commmand.com, etc.
        (pcconf.h)
-executable is now slashem.exe,  with a corresponding
        slashem.txt based off nethack.txt,command line help, etc.
        (makefile.doc, slashem.6, makefile, pcmain.c)
-can access guidebook from help menu (pager.c, global.h)
-monsters can now use wand of fireball (zap.c, muse.c)
-makefile now moves the readme to the game dir (makefile)

ver 0.0.2E7 [Dec/20/1998]
-added history of SLASH'EM and predecessors
        -SLASH, Wizard, Nethack Plus, Nethack--(history, guidebook.mn)
-begun updating documentation
        -added keyboard commands (M-b, M-e, M-k, M-q, M-y, Q, x, f)
                -synchronized with help files 
        -Options (keep_savefile, save_prompt)
        -Character bios for the slash classes
        -added more info on #enhance (weapon+spells)
        -weapon swapping, quiver/fire
        (guidebook.mn,  guidebook.tex,  help, cmdhelp, hh, msdoshlp.txt) 
-Added makefiles for the documentation. Note that to compile the .txt docs
        you either need GNU Groff (DJGPP has a port) or nroff and col
        (makefile.doc)
-discovered that makefiles require real tabs, and EDIT doesn't do tabs.
        Looks like a job for NOTEPAD ;B 
-version display registers borg,  invisible objects, keep_save and
        noartifactwish compile-time options (makedefs.c)
-changed the prompt in monster special power to "You aren't a monster"
        rather than "you don't have a special ability"  since SLASH
        characters have special class effects.(cmd.c)
-keep savefile compile time option
        -grouped under #define KEEP_SAVE (config.h)
                comment out to compile without this option.
        -keep_savefiles [FALSE]
                This is a bit controversial,  but it defaults to FALSE and
                purists will play it that way,  for the true challenge.
                (files.c, options.c, flag.h, opthelp)
        -save_prompt [FALSE]
                Only useful with above defined TRUE.  Prompts for quit after
                save. (save.c, options.c, flag.h, opthelp)
                NOTE:  This is experimental,  so I wouldn't mind feedback
                on whether it works.  Mail me! (wac@intergate.bc.ca)
-Changed some skills for Undead Slayer class (u_init.c)
        -made spear skill Expert rather than Skilled
              Slayer artifact is a spear,  after all
        -made dagger skill expert too,  since it's a starting weapon
        -made crossbow skill Expert - Dracula movies
        -changed bare handed basic to martial arts master
                - Buffy the Vampire Slayer
        -Added whip Expert - Castlevania
        -made club, flail, mace, morning star, hammer, quarterstaff Skilled
                from Expert to balance
        -removed Trident skill - from Skilled to Restricted
        -removed Lance skill - from Basic to Restricted
-fixed the offsets for #enhance skills screen (added missing brackets).
        #enhance screen should be now properly aligned even when there
        are some skills available to advance. (weapon.c)
-fixed the engulfing colors (my mistake..i turned some of them blue)
        (other.txt)
-when summoning undead,  people who know how to command undead will
        automatically cast that as well. (read.c)
-'E','U','V' special ability also practices the with weapon. Increased
        the delay between uses as balance. (cmd.c, weapon.c)
-'A' now has the identification ability. (the old spellcaster special
        ability). He recognises objects from past research.  (cmd.c)
-'N','F','I' and 'W' special ability is now study spells.  Saves wear
        and tear on those spellbooks. (cmd.c)
-bug fixes for 'Slashing ability'
        - you can't extend claws when 'L' and polymorphed.  Think of it
        as needing your "human" bone structure. (cmd.c)
        -retract claws when swapping to a weapon. (wield.c)
        -message is now "fingernails extending to claws"
                Thanks Ben Newall (ben@eki.com) (cmd.c)
-In #enhance skills menu - will keep calling the menu if you can enhance
        more than one skill. Saw a comment at the top and implemented it.
        (weapon.c)
-Added "yell"  preceding successful megafireball cast.  "Kamehameha" for
        magic missile,  "Shinkuu Hadouken" for fireball and
        "Gessho Suityaha" for cone of cold. (Now, where could these
        have come from.  Haven't been playing SF vs Xmen/Samurai Shodown ;B )
        (zap.c) Actually, I wouldn't mind more
        appropriate "yells" (esp for cone of cold). Feel free to submit.
-In Wizard MODE: can now advance skills without practice.  For debugging
        the fireballs (Yeah right ;B) #enhance will now prompt for whether
        you want to advance skills without practice. (weapon.c)

ver 0.0.2E6 [Dec/09/97]
-fixed the wand of fireball zapping green.  It should now be a more "normal"
        red. (zap.c)
-Added a magenta magical explosion.  Note that the cold explosion,  magical
        explosions are also visible as different colored ASCII characters
        for those of you who use colored IBM char set.  If you use b&w,
        this won't change much. (explode.c,  rm.h, drawing.c)
-fixed some silly glyph things: whenever a shield glpyh/tile came on
        during an explosion,  Nethack would replace it with a normal
        explosion glyph - even if it was a cold explosion.  (explode.c)
-Added Mega Magic Missile/Fireball/Cone of cold:
                For those who complain that spells
        just aren't powerful enough,  here's the spells for you.  When
        a wizard is skilled in matter spells, he will no longer cast
        wimpy wandlike bolts of fire/cold/magic missiles.  
        He will fire a blast 3 times as large and 3x as strong.
        These are powerful spells - do not play with these!
        --As a technical note, what I've done is taken a standard
                fire/cold bolt/magmissile and caused it to explode
                every step of the way...
        (spell.c, zap.c, explode.c)
        As a matter of note,  I hope to add "enhanced" versions of all the
        spells,  but I wouldn't mind any suggestions.
        I'll probably put the old super fireball/cones in as spells.
-fixed the explosions...I had accidentally replaced the normal fire
        explosions with the cold explosion tiles. (other.txt)
-'L' now has a new special ability - slash!  Based loosely off Wolverine's
        Berserker Barrage (arcade ;B),  you have to be empty handed to use.
        When you attack your next enemy,  you will go into a similar state
        as when you go berserk,  except the enemy can't hit you back.
        Note that you have to land a hit before the barrage starts,  and
        while you're attacking,  you can still be hit by other monsters.
        If you wield a weapon,  you will retract your claws.
        (timeout.c, uhitm.c, cmd.c, wield.c)
-Added timeout message for special abilities 'S', 'B', 'L' (timeout.c)
-Dirk Sch”nberger is proud to present you with another set of tiles!
        (monsters.txt)

ver 0.0.2E5 [Nov/22/97]
-Added even more of Dirk Sch”nberger (shoenberger@signsoft.com)'s
        monster tiles!  The ghouls no longer look like ogres! As a
        bonus,  dotted the o in his name now!
        (monsters.txt)               
-Magic users' special class effect now calls the standard identify
        routines (cmd.c)
-undead can now resist Command Undead spell - message now for successful
        commanding (read.c)
-Necronomancers have a chance to command undead when summoning undead
        -spell + scroll (read.c)

Testing What's There
--------------------
If you want to see the fireworks right off the bat,  be my guest.
Use wizard mode for testing.  Makes life easier/faster.
Check lycanthrope slashing
        -choose the Lycanthrope class
        -Gain a few levels(^J) then summon a fair sized monster.
        -Hit Alt-E and let'er rip!
        -(Hint:  you have to hit the monster once before the fun starts
         This special ability is useless if you can't hit the monster in
         the first place.)
Check Mega Fireball/spell
        -use a Wizard or a Mage class
        -wish for blessed spellbook of fireball/cone of cold/magic missile
        -#enhance matter spell(fireball/cold) or attack spell(magmissile)
         to skilled level
        -Gain a few levels until fail rate is reasonable
        -toast'em!

What's to come
--------------
Whatever I can manage!  Bug fixing!  New spells!  New features!

Current Ideas:
-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.)
-"ethos" - imposed ethics (eg vegetarian, naked,
        illiterate - no books/scrolls/engraving
        magic-only, atheism (no prayer) etc.)
        with scoring bonuses                
-scoring bonuses for /w pets based on # turns?
-OPTIONAL haggling
-pool of water, psi bolt, drain strength, destroy armour (directable <g>)
        confusion, curse items
-Cleric:  insects/snake summon?, blindness, wounding, hold
-Drain life spell for Necromancer?
-make warning more useful?
-different goodbyes? (languages)
-different weapon startsets (eg. slayer)
-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?
-wand of death exploding as disintegration?
-monster polymoprh should be timed as well?  Undo on death?
-various different types of lycanthropes?
        (u_init.c)
-do splash directions for oil
-burning fires
-dual wield?
-add some low level starter spell for mages
-modifiable encumber warning level?
        -check for prev_cap = MOD_ENCUMBER
        -pickup.c, hack.h
-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?
-enhance missile weapons?
-"word of power" spellcasting?
-coordinate additions from uhitmon hitting to monhitu
-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?

Baseline
--------
This is being compiled on a Win95 120 MHz Pentium (Hewlett Packard
Pavilion) with an S3 Trio video card,  Meschede's VESA 2.0 extensions,
Crystal Soundblaster compatible sound card, 1 GB Hard drive w/ approx. 30Megs
free.  Nethack is edited with MSDOS Edit 2.0.026 in one DOS box,  and
another DOS box for compiling/testing/playing.  I compile using DJGPP
V2.01 (only partially installed) and gnu make. As of 0.0.2E9,  I have used
the Pentium Group's version of EGCS,  PGCC (current version 1.0.1) to
compile Pentium optimized binaries at optimization -O6. Programming
experience includes Apple IIGS,  GW- and Q- BASIC, and QuakeC. DOS
binaries are compressed using DJP.  Archives zipped with DOS PKZIP
2.04g.

Contact
-------
More Ideas? Bug Reports?  Send them to wac@intergate.bc.ca (That's Me!)
Linux, Qt version is ported by Dirk Sch”nberger (shoenberger@signsoft.com)

Pillars of Strength
-------------------
Thanks to My Mom

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

Acknowledgements
----------------
In no particular order (mostly the order of my mailbox ;B)
        Dirk Sch”nberger,  Pat Rankin,  Linley Henzell,  0ystein Kerstad,
        Jim Miller, pi, Steven Uy, Alex Critchfield,  Mike Balcom,
        Sascha Wostmann, Drew Curtis, Daniel Krause, E. P. Dinklewhopper,
        Lord Gek, Lukas Geyer, Kresimir Kukulj, Brent Oster.

Unfinished Tiles
----------------
Here are a list of the known,  unfinished tiles.  They show up as
Ogres.

Ronin,  Giant Crab,  Undead Slayer.  Many more.

Old New Stuff
-------------
ver 0.0.2E4 [Nov/15/97]
-Shopkeepers can now improve your tool-weapons (ie unicorn horns,
        pick-axes can be enchanted/rustproofed/poisoned) (shk.c, invent.c)
-Added Dirk Sch”nberger (shoenberger@signsoft.com)'s new monster tiles!
        LOTS and LOTS of additions - Thanks Dirk!! (monster.txt)
-Added poison blast [attack], acid stream spells [matter]
        (objects.txt, objects.c, spell.c, zap.c)
-Valkyries' special spell is now Lightning, rather than cone of cold
        (u_init.c)
-Master key of Thievery should not break off in locks anymore!
        (Side Note:  This ISN'T true of the Platinum Yendorian
        Express Card...) (lock.c)

ver 0.0.2E3 [Nov/08/1997]
-Added bolt of lightning spell/tile for spellbook (HI_PAPER spellbook)!
        (Side note - to prevent problems in recompile whenever new tiles
        or objects are added,  touch *.* in the src/ directory)
        (objects.c, spell.c, zap.c, objects.txt)
-'W'ear command now puts on amulets, rings and blindfolds.
-Once you are "skilled" in a certain spell class, all effects paralleling
        scrolls act the same as blessed scrolls (all spells, rather than
        just remove curse) (spell.c)
-healing spell class bonus applied to the general healing spell class
        rather than specific spells
-Fixed credits again!  Added Warwick Allison (warwick@cs.uq.edu.au)
        (readme.txt - this file!, wintty.c)
-Changed version number to fit Nethack scheme (patchlev.h)
-fixed keys in dos help file  - added/fixed alt keys for quit,
        skills, class effects(msdoshlp.txt) (you may need to delete nhdat
        to force a recompile of the help file)

ver 0.22 [Nov/05/1997]
-made menu accelerators for character class, alignment and gender lowercase (wintty.c, u_init.c)
-added menu for Shopkeepers for other services (shk.c)
-Necromancers are now Chaotic - raising the dead isn't exactly "neutral" (u_init.c)
-Necromancers now have force bolt rather than turn undead. (u_init.c)
-fixed a bug in the new menus - forgot to dismiss the windows. (u_init.c, wintty.c)

ver 0.21 [Nov/04/1997]
-Added tiles for cone of cold explosion. (drawing.c, other.txt, rm.h, explode.c)
-Knights are given Alignment Lawful.  used to be Neutral?? (u_init.c)
-Figured out how the menus work!  Now you get a nice menu for choosing
        character class (wintty.c), gender and alignment (u_init.c).
-Added initial spell skills for Flame, Ice Mage,  Monk and Necronomancer
        (weapon.c)

ver 0.2 [Nov/02/1997]
-Added and Revised spell skills for all the classes - skills should now
        make sense.   (u_init.c)
-Added spell skills for Caveman - stupid omission (u_init.c)
-reorganised spells - hopefully the organisation is more understandable
        (spell.c)
-"fixed" offsets for "Z"ap columns - do they look right? (spell.c)
-fixed the credits.  The e-mail for bug reports is now corrected on the
        main screen (wintty.c)

ver 0.1 [Nov/01/1997]
-Just released!
-As far as I know,  I've pretty much implemented all the features of 
the Wizard patch onto Slash E8 (except for the decreased power regeneration)
-Changed files (from SLASH E8):
        extern.h, spell.h, you.h, allmain.c, apply.c, attrib.c , do_wear.c,
        dokick.c, objects.c, pray.c, spell.c, u_init.c, uhitm.c, weapon.c,
        zap.c


Author:  Warren 'WACko' Cheung (wac@intergate.bc.ca)
Homepage:  http://slashem.home.ml.org/
        which currently points to http://members.xoom.com/wac/nethack/
