Difference between revisions of "EvilHack"

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* Only lawful Knights can dip for [[Excalibur]].
 
* Only lawful Knights can dip for [[Excalibur]].
 
* [[Mjollnir]] and [[Ogresmasher]] have had their base types changed from a [[war hammer]] to a heavy war hammer, which deals significantly more damage.
 
* [[Mjollnir]] and [[Ogresmasher]] have had their base types changed from a [[war hammer]] to a heavy war hammer, which deals significantly more damage.
* [[Demonbane]] and [[Sunsword]] are made of silver; Demonbane has been switched from a saber to a mace, and is the first sacrifice artifact gift for Priests.
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* [[Demonbane]] and [[Sunsword]] are made of silver; Demonbane has been switched from a long sword to a mace, and is the first sacrifice artifact gift for Priests.
 
* [[Fire Brand]] and [[Frost Brand]] are now short swords, and are each made of mithril.
 
* [[Fire Brand]] and [[Frost Brand]] are now short swords, and are each made of mithril.
 
* [[Dragonbane]] has been switched to a pair of dragonhide gloves that provides reflection, warns against dragons, and provides acid resistance.
 
* [[Dragonbane]] has been switched to a pair of dragonhide gloves that provides reflection, warns against dragons, and provides acid resistance.

Revision as of 19:07, 29 May 2019

EvilHack is a new variant based off of NetHack 3.6.2, created by Keith Simpson (also known as User:K2). Work began on October 20th 2018, and was released for public play in April of 2019 on the Hardfought public NetHack servers. The Github repository for EvilHack can be found at https://github.com/k21971/EvilHack; a direct link to the change log can be found here, and is updated on a regular basis. The latest build of EvilHack incorporates 'bleeding-edge' code updates to NetHack, technically considered version 3.6.3-1 'Work-in-progress', which are primarily bug fixes (EvilHack version 0.3.2, last build Wed May 29 01:24:13 2019 UTC - git commit 720a5cb).

About EvilHack

Evilhack was designed from the outset to be a much more difficult game to win than vanilla NetHack. The inspiration for this game mainly comes from the variants Grunthack and SporkHack, incorporating many of the same features that make those variants difficult in their own right. Some of those features have remained the same (for example, SporkHack's reflection changes), but many have been altered to set them apart and provide the player with a new experience. Elements from other variants have been included as well, such as from Slash'EM, SpliceHack, UnNetHack, and XNetHack. There is also a significant amount of custom content that has been developed that is not found in any other variant. In the near future, much more custom content will be added, mainly in the way of optional branch quests.

It is not impossible to ascend EvilHack (there have been a handful of ascensions already as of this writing, see this page at the NetHack Scoreboard for a listing), but there are several aspects of this game that the player might take for granted from vanilla NetHack that can easily end a promising run. In general, monsters are tougher and have more hit points, they can fight more intelligently, and they can and will use a variety of items and spells against you that previously only the player could use. Players that lean heavily on using Elbereth will need to re-think their strategy, especially during the early game. Some improvements have been made for the player as well, so there is an attempt at balancing game play, but overall, this variant will be a significant challenge for even the seasoned player.

Major Changes

Below is a quick list of the more obvious/significant changes in EvilHack vs vanilla NetHack:

  • Random dungeon levels are more varied and distinct.
  • Gehennom is no longer a series of mazes, but are mines-style levels with lava.
  • The first four Planes levels are randomized and appear in a different order every game.
  • Additional variants of the Castle, Fort Ludios, Mine Town and Mines End have been added.
  • You cannot use Elbereth until you've learned it in-game (via rumor, reading it, etc).
  • Object materials - many objects and items can spawn made from something other than its base material.
  • The mysterious force has been removed.
  • Some monsters ride other monsters as steeds, namely The Riders at the endgame.
  • The Gnomish mines have rivers running through them.
  • The Quest can be unlocked by killing the quest leader if you've made them angry.
  • Vlad the Impaler and Medusa have been... enhanced to a certain degree.
  • New player races: Centaur, Giant and Hobbit, replete with their own special abilities and restrictions.
  • Several role/race combos have been added/unlocked.
  • Gaining intrinsic resistances is no longer binary, but are percentages instead.
  • Reflection is not 100%; it can lessen the effects of an attack it reflects, but will never negate it.
  • Shower of Missiles attack from monsters that utilize it is not completely negated by magic resistance.
  • New artifact weapons (both normal and quest artifacts), and several tweaks to existing artifacts.
  • Players can twoweapon with an artifact in each hand, if those artifacts happen to get along with each other.
  • When sacrificing, your deity may gift you a regular piece of gear instead of an artifact.
  • Sokoban End has more prize variety, with a catch...
  • Shopkeepers can be a variety of different races; your race vs theirs directly affects pricing.
  • Several new objects that the player (and monsters) can use and interact with.
  • Intelligent monsters can use a whole new range of weapons/objects, either defensively or offensively.
  • Unicorn horns no longer cure attribute loss; they can now be wielded in one hand.
  • Most dragon scales have secondary abilities (as does the source of those scales).
  • A few new spells (some for the player, some for monsters) have been introduced.
  • Spellcasting while wearing body armor will negatively affect your spell success rate.
  • Spell levels have been adjusted; some higher-level spells are now at a lower level, and vice versa.
  • Several new monsters have been added, and several existing monsters have been adjusted - some that used to be considered harmless may now be deadly.
  • All Demon Lords/Princes have their own special level in Gehennom - you will encounter all of them.
  • Monster players (mplayers) can be encountered throughout the game. They covet the Amulet much the same as the Wizard of Yendor, and will try to steal it.
  • Any monster, should it get a hold of the Amulet of Yendor, can and will sacrifice it on an endgame altar.

There are many more changes as well, but the above list will give you a good idea as to what to expect. More in-depth descriptions of various facets of EvilHack can be found below (and will probably be a work-in-progress for quite some time).

Player Race/Role Combinations

Any combination marked with an 'X' is playable.

Human Elf Dwarf Giant Gnome Hobbit Centaur Orc
Archeologist X X X X
Barbarian X X X X
Caveman X X X X
Healer X X X X X
Knight X X
Monk X X X X X
Priest X X X X X X X
Rogue X X X X
Ranger X X X X X X
Samurai X
Tourist X X
Valkyrie X X X X
Wizard X X X X X

Many alignment combinations have been unlocked as well vs vanilla NetHack, allowing for some race/role combinations you normally wouldn't expect to see (a neutral Dwarvish Healer for instance, or a chaotic Elven Knight, etc).

New Items

EvilHack adds a variety of new artifacts, weapons, armor and other usable objects. The vast majority of these objects take advantage of the object materials code incorporated from XNetHack, and have the potential to be generated made of a material other than its standard base material. The exception to this rule are artifacts - their material type is hard-coded and cannot be altered, even via a wish.

Artifacts

Item Symbol Base type Alignment To-Hit Bonus Damage Bonus Notes
Lifestealer ) Two-handed sword Chaotic 1d5 1d2 Wielded by Vlad the Impaler, drains levels and also grants drain resistance when wielded.
Keolewa ) Club Neutral 1d5 1d6 Keolewa is a Hawaiian war club, and is the first sacrifice artifact gift for Cavemen. Grants shock resistance when wielded.
Dirge ) Long sword Chaotic 1d5 1d8 The 'Dark Knights' sword, can only be obtained by chaotic Knights by sacrificing a same race monster on a co-aligned altar while wielding a long sword. Does additional acidic damage as well as conferring acid resistance when wielded.
The Sword of Bheleu ) Two-handed sword Chaotic 1d10 1d10 The Sword of Bheleu delivers a significant amount of damage, especially against creatures not of its alignment, and is made of mithril. It is also permanently coated in poison, and does extra poison damage against monsters that are not resistant. Wielding this sword confers stoning resistance.
Magic 8-Ball ( Plastic orb Non-aligned N/A N/A The ultimate rumor generator. Applying the Magic 8-Ball delivers a rumor - whether that rumor is true or not depends on its BUC status. Reading the Magic 8-Ball randomly generates one of twenty responses one would find from the Real Life™ commercial product. This artifact does not count against the player for wishing purposes, as it's guaranteed to show up early in the game. The Magic 8-Ball confers warning when carried, and if conditions are just right, there's a very small percentage chance it could grant the user a wish when applied.
Xiuhcoatl ) Atlatl Lawful 1d5 1d24 Xiuhcoatl replaces The Orb of Detection as the Archeologist quest artifact. The atlatl is part of the spear family, and this artifact has its roots in ancient Aztec lore. Can be thrown, and it will return to the thowers hand just like Mjollnir, but a dexterity of 18 or greater is required for this to happen. Xiuhcoatl does a massive amount of fire damage to monsters that are susceptible to fire, and confers fire resistance when wielded, ESP when carried, and can be invoked for levitation.
The Ring of P'hul = Ring Chaotic N/A N/A The Ring of P'hul replaces The Heart of Ahriman as the Barbarian quest artifact. The Ring of P'hul is a ring of free action, confers magic resistance when worn and disease resistance when carried.

Changes to existing artifacts:

  • Only lawful Knights can dip for Excalibur.
  • Mjollnir and Ogresmasher have had their base types changed from a war hammer to a heavy war hammer, which deals significantly more damage.
  • Demonbane and Sunsword are made of silver; Demonbane has been switched from a long sword to a mace, and is the first sacrifice artifact gift for Priests.
  • Fire Brand and Frost Brand are now short swords, and are each made of mithril.
  • Dragonbane has been switched to a pair of dragonhide gloves that provides reflection, warns against dragons, and provides acid resistance.
  • Various artifacts that have a nemesis monster warn against those monsters.
  • Almost all of the stock weapon artifacts have had their to-hit and damage modifiers adjusted in the players favor.
  • Certain artifacts can either deliver extra damage to their nemesis monsters, or have a small percentage chance of delivering a fatal blow - this applies to the player as well, so beware of that hill orc wielding Grimtooth if you're playing an Elven character.
  • Artifact weapons can be dual-wielded for those that can twoweapon, but there's a catch - lawful and chaotic artifacts cannot be dual-wielded together, and will resist the attempt if tried. Like-alignment artifact weapons can be dual-wielded together, and any aligned artifact weapon can be dual-wielded with a second neutral artifact weapon.