User:Doesnty

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Revision as of 00:34, 23 September 2021 by Umbire the Phantom (talk | contribs) (You stick it on the talk page, as you'll soon see when I message you)
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Currently Nameless Variant Changelog:

Convenient Features:

  • Paranoid_trap and paranoid_waterlava settings. Prompts you before stepping on bad stuff.
  • Monster descriptions in-game give some information from the game's tables, including EV, AC, speed, resistances, and damage values.
  • Showdmg setting, lifted from Slash'em. Unlike Slash'em, your outgoing damage is visible at all experience levels.

AC Changes:

  • AC has been split into EV and AC for both players and monsters. Both count upwards from 0.
  • For an attack to connect, its to-hit roll must match or exceed the target's EV.
  • Monsters now get +1d20 to-hit vs players (instead of vanilla's +10).
  • Melee attacks that connect have their damage reduced by a random number between the target's AC and 0.
  • AC won't reduce an attack's damage below 1.
  • AC is boosted by most armor.
  • EV is boosted by raising your Dex, wearing a high-quality cloak, and by giving gold to priests.
  • EV is penalized by being burdened and by wearing heavier body armor.
  • EV is set to 0 if you are asleep, paralyzed, or otherwise cannot move.

Other Rule Changes:

  • Poison damage onto the player won't be deadly.
  • Sleep is much easier to wake from for both players and monsters.
  • Exp formulas overhauled. Monsters exp yields vary more and generally give more, but early levels require much more experience than vanilla.
  • Levels 18 and up require less experience than vanilla, and can more plausibly be reached by killing monsters.
  • Max HP and Pw formulas changed. They are now deterministic, and changes to Con and Wis affect them retroactively.
  • Because of this, max HP gains from nurse dancing, potions of healing, etc. now have a universal cap of (5 * XL).
  • Resistances gained from eating corpses are temporary.
  • Scimitar and Saber skills merged into Saber skill.
  • Club, Mace, and Morningstar skills merged into Mace skill.
  • New skill: Heavy Armor. Increases AC gain from scale mail and heavier, and offsets the weight of body armor.
  • New skill: Dodging. Increases EV gain with higher Dex. Trained when monsters miss you.
  • Alignment record no longer increases from killing (most) monsters.
  • You gain alignment record every 1000 turns spent with positive alignment, no prayer timeout, and no god wrath.
  • You can dip into pools in adjacent tiles.
  • Shopkeepers have caught on after 20 years of being robbed, and won't let pets into their shops anymore. (Unless you're quite sneaky.)
  • Percentile Strength is gone; it now works like other attributes. Royal jelly and giant meat can raise it still, but with lower success rate.
  • Slowness is now a timed status for the player, inflicted by wands of slow monster and some melee attacks.

Trap changes:

  • Poison gas vents, which produce stinking clouds on those unfortunate enough to step on them.
  • Fire traps just do 6d6 fire damage instead of hurting max HP.
  • There is now a way to (sort of) disarm both poison and sleeping gas traps.

Role/Race changes:

  • Female samurai trade their katana for a +1 naginata.
  • Valkyries trade their long swords for a spear.
  • New race: Kobold. Mediocre stats, but they gain searching at XL4 and flight at XL20. They start with a baby lizard.
  • "New" role: Convict, mostly same as the convict patch.
  • Knights are no longer penalized for attacking "fleeing" enemies.
  • Attribute caps have been adjusted and are generally much higher; humans have 20 caps for every attribute.

Branch and special floor changes:

  • The dungeon is now much shorter; the Sanctum is always Level 35.
  • None of the demon lord lairs are guaranteed to spawn.
  • Sokoban floors no longer spawn random monsters until they're solved.
  • The Oracle now sells enlightenment and object identification.
  • Quest requires XL10 instead of XL14.
  • New mini-branch: Tomb of the Ancients, a small complex full of mummies, other undead, and the dreaded Khufu.
  • Magic chests can be found at Mine's End, Delphi, the Castle, the Tomb, and by the Wizard of Yendor.

Item Changes:

  • Object materials system is implemented, similar to Evilhack. Orcs don't hate mithril, and elves cannot handle iron at all.
  • Polearms require less skill to attack at angles.
  • Speed boots give Fast speed. The wand of speed monster gives temporary Very Fast, like the potion of speed.
  • Uncursed spellbooks always warn if too hard to read (like they do for Wizards).
  • Successfully using a unicorn horn frequently breaks it at +0, and lowers the enchantment otherwise.
  • Scalpels can be applied to (attempt to) cure sickness and sliming at the cost of significant HP.
  • Bags of devouring; destroys anything you put in it.
  • Robes work as body armor like in Slash'em, and come in magic varieties.
  • Magic chests; extremely heavy linked containers that appear in various places for ease of stash management.
  • Masks; magic items that indefinitely polymorph you into the creature depicted on them when worn. Uncursed ones often break when removed.
  • Dragon scale mail is now heavy armor for skill purpose and weighs 400 aum.
  • Wyvern scale mail functions the same as dragon scale mail, but gives only 5 AC and weighs a mere 80 aum.
  • Because not every dragon and wyvern exist in every game, it may be difficult to get the size and color you want.
  • Bugles will only scare animals. Drums and horns won't scare mindless monsters.
  • Spellbook of Fireball split into Fireball and Meteor Shower, the latter always using the Skilled effect.
  • Spellbook of Cone of Cold split into Ice Beam and Cone of Cold, the latter using a new cone area of effect.
  • Spellbook of Create Monster is now Create Water.
  • Spellbooks of Detect Food and Detect Unseen have been returned to the library.
  • Wand of displacement, a useful but uncommon wand that swaps the position of the user and the target.

Artifacts:

  • Swiftsoles, guaranteed first sacrifice gift for rogues. They're old-style speed boots.
  • Book of Exalted Deeds and Book of Vile Darkness, first sacrifice gifts for co-aligned priests. They create altars when read.
  • The Longbow of Diana has a +1 multi-shot bonus if the user is a Ranger.
  • The Arbalest of Artemis; basically identical to the Longbow of Diana, and replaces it for gnomish rangers.
  • Luckblade, the Convict's first sacrifice gift.

Old Monsters:

  • Nurses are now peaceful by default, and can be chatted to for various services. They trade their healing punches for various dangerous syringes.
  • Fire, ice, and storm giants are spellcasters attacking with their respective elements. (This includes Surtr).
  • Water elementals and gray oozes now have passive rusting attacks.
  • Zombies recover when killed. Unlike other variants, they won't infect you with anything (besides food poisoning).
  • Elemental spheres explode with actual explosions, and do so when killed.
  • The old three nymphs are merged into just "nymph".
  • Mind flayers and master mind flayers are now on 'U' instead of 'h'.
  • Master liches and arch-liches are no longer valid polymorph forms, so you won't get erased from halfway across the level by a chameleon.
  • Mummies now do bad things to you when you kill them. This can include magical damage, attribute loss, and cursing your items.
  • Piercers are significantly more accurate with their drop attacks, and hit for double their bite damage with them.
  • Quivering blobs are now speed 3 (up from 1), can paralyze with their touch attack, and passively paralyze attackers.
  • Centipedes are now speed 8 (up from 4).
  • Violet fungi are now sessile, but have a strength-damaging passive attack.
  • Krakens are now speed 12 (up from 3).
  • All nagas can now attempt to constrict you.
  • Glass golems have intrinsic reflection.
  • Mindless monsters pathfind less cautiously.
  • Ghost melee attacks inflict slowness.
  • Major demons that offer bribes want constant (and rather steep) amounts of money.

New Monsters:

  • Wyverns, faster dragons with thinner skins. At the start of every game, for each color, either its corresponding dragon or wyvern is randomly genocided.
  • Hellkittens, hellcats, nightcalves, and nightmares; all cousins of the hellhound
  • Slime serpents, which spit green slime
  • Woolly mammoths, tyrannosaurus rexes, velociraptors, pterodactyls, saber-toothed cats
  • Red lights, which make you come to a stop
  • A bunch of less fancy critters not worth listing here yet