Difference between revisions of "User:Doesnty"

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(You stick it on the talk page, as you'll soon see when I message you)
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Currently Nameless Variant Changelog:
 
Currently Nameless Variant Changelog:
 
I'm not sure of the social rules here, so I'm writing this on your page.  Maybe it should go somewhere else?
 
 
But I thought I'd thank you for reverting my change.  We are using the "NLE" gym to teach a computer to play Nethack.  Our code crashed since I used the wiki's definition of levels and so we got an "index out of range" error when the level showed up at 103.  So the problems we are facing are somewhat different than the usual player of the game.  (I don't qualify as a player anymore since I haven't ascended in this century.  Only back in the rogue days of mid 1980s.)
 
 
[[User:Dean|Dean]] ([[User talk:Dean|talk]]) 00:18, 23 September 2021 (UTC)
 
  
 
Convenient Features:
 
Convenient Features:

Revision as of 00:34, 23 September 2021

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