EvilHack

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Revision as of 14:24, 29 May 2019 by K2 (talk | contribs) (Major overhaul (initial posting))
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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 [1]; 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.

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), but there are several aspects of this game that the player might take for granted from vanilla NetHack that can easily end your game. 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. 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.

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.
  • 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 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).