Difference between revisions of "Slash'EM Extended"

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(Version v16 is out, adding quite some features.)
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'''''Slash'EM Extended''''' is a [[variant]] of ''[[SLASH'EM]]'' based on ''SLASH'EM'' version 7e7f2. The object of the game is the same: to fetch the [[Amulet of Yendor]] from the bottom of the [[Gehennom]] and offer it to your [[god]].
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'''''Slash'EM Extended''''' (also known as "Sadistic Levels of Endless X-Citement", or '''SLEX''' for short) is a [[variant]] of ''[[SLASH'EM]]'' developed by AmyBSOD and based on ''SLASH'EM'' version 0.0.7E7F2. The object of the game is the same: to fetch the [[Amulet of Yendor]] from the bottom of [[Gehennom]] and offer it to your [[god]].
  
Compared to ''SLASH'EM'', ''Slash'EM Extended'' contains several new roles and races for the player to choose from, several new special levels, a lot of new monsters, and other changes. The main [[dungeon]] is a bit shorter in ''Slash'EM Extended'' than in ''SLASH'EM'' but the Gehennom is longer, and the demon/devil lairs appear in a random order.
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Compared to ''SLASH'EM'', the aim of ''Slash'EM Extended'' is to be a "kitchen sink" style variant that heavily raises the difficulty of the dungeon and adds several new roles and races for the player to choose from, alongside several new special levels and a near-endless amount of monsters; the developer is also known to deliberately implement content from generally-obscure, lesser known variants (e.g., a dungeon [[branch]] dedicated to [[ZAPM]]) alongside many [[Evil Patch Idea]]s and [[Evil Variant]] [[Sokoban]] levels, as well as ideas from her favorite media.
  
''Slash'EM Extended'' is currently available as a Windows binary (newest version is v16 from March 17th, 2014).
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However, due to some of the new content being highly inappropriate, or in some cases illegal depending on location, most of the information regarding it has been removed – this page exists for historical purposes. The repository for Slash'EM Extended can be found on the GitHub website, but access to the repo comes with an 'objectionable content' warning banner, and an account is required to view the content. Some of the less-objectionable content has influenced features in other variants of ''NetHack'': particular examples include in-game monster lookup, which has since seen use in many variants, and the idea of various monster "templates" that can be applied to randomly generated monsters (which exists in SLEX as "egotypes").
 
 
This variant is actively being developed by the one-man dev team of [[User:Bluescreenofdeath]].
 
 
 
==Key features==
 
 
 
* Applied the [[Jedi]] patch. [[Image:Darkjedi.png|thumb|320px|Slash'EM Extended allows you to play as a Dark Jedi.]]
 
* Applied the [[Convict]] patch.
 
[[Image:Slashemconvictpatch.png|thumb|320px|No race or alignment restrictions for the Convict in Slash'EM Extended, either.]]
 
[[Image:Hungryconvict.png|thumb|320px|Convicts get hungry early in the game.]]
 
* Added an all-new [[Warrior_(role)|Warrior]] role, complete with gauntlet-like messages and a very hard quest.
 
[[Image:Warriortypie.png|thumb|320px|Warrior needs food, badly!]]
 
* Added more all-new roles: [[Death Eater]], [[Gangster]] and [[Pokemon]].
 
* Added a new [[Alien]] race for player characters. This is basically "harder than hard" mode. Alien players get very little HP and mana bonuses on a level-up, start out with a big alignment and luck penalty, and a cursed [[loadstone|lodestone]] in their inventory. An alien convict is practically impossible to play.
 
* Added more new races: [[Gigant]], [[Kobolt]] and [[Ogro]].
 
* Added the [[Geek]] role from NetHack-The Next Generation, as well as lots of items, monsters, special levels etc. from that fork.
 
* Added the [[Pirate]] and [[Noble]] roles from [[dNetHack]], with some slight tweaks.
 
* If the character's name is "lostsoul" (without the quotes), the character starts at [[Medusa]] depth instead of dungeon level 1, making the game much harder. The character is supposed to start on the upstairs but most of the time he only starts close to it; this might be changed in a future version. Any means of levelporting/branchporting are unusable for a lost soul. Source of this idea is [[Angband|ToME (Tales/Troubles of Middle Earth)]], a variant of Angband where the player can play as a lost soul, starting on the deepest floor of a very hard bonus dungeon.
 
* [[Player monster]]s are much more likely to be encountered.
 
* Iron balls and chains can be enchanted now, and there are stronger versions available as well but they're very rare. They all use the flail skill, and for a convict only, swinging them will train the flail skill. Rocks and gems can also be enchanted to decrease the likelihood of them disappearing when thrown; flint stones and especially loadstones will do quite some damage if fired with a sling. There is also a new [[wand of punishment]] that can have quite a lot of charges, allowing the player access to a *very* heavy iron ball indeed. ;)
 
* Applied the showborn, darkroom, showbuc and heck2 patches.
 
* [[Yeenoghu]] is [[finger of death|much more dangerous]] now; please be careful. Having [[magic resistance]] helps, and [[reflection]] might, too. All demon lords/princes and several other bosses can also randomly[[levelport]] now, which can be especially annoying if [[Vlad]] is the one doing that.
 
* Added a [[Cthulhu|sidekick]] to the Sanctum High Priest of Moloch. [[Image:Punchingoutcthulhu.png|thumb|320px|The sanctum high priest's new sidekick in action.]]
 
* [[Monster generation]] will speed up after a time, similar to [[Sporkhack]] and [[dNethack]]; the time at which spawning starts to speed up or reaches its maximum is very random, however. It's very possible for the spawn rate to start increasing at 6000 turns already, but it can also randomly take 90000 or even more; enlightenment has a small chance of telling the player when to expect an increase in monster spawns. During the ascension run, monsters always have a very high chance of spawning, and they will often spawn on the upstairs of the current level.
 
* Doing certain bad things (shoplifting or murder, for example) will add to the player's sin counter (idea derived from [[dNethack]]), reducing the player's max alignment. Some roles ([[convict]] for example) start with a non-zero amount of sins. It's also much harder to build up positive alignment by killing monsters.
 
* Changed [[cockatrice]] insta-stoning into a slow process, allowing you to use your lizard corpses. http://abload.de/img/bldeinstakillsnervq3kru.png and also eating cockatrices is possible now: http://abload.de/img/eatingacockatricewzjjc.png
 
* Added tons of new monsters, hallucinatory monster names, rumors and other types of messages. [[Image:Killedbyamasterlichen.png|thumb|320px|The master lichen is a rather dangerous monster indeed.]]
 
[[Image:Outtadepthslut.png|thumb|320px|There are some lovely, sweet new monsters in Slash'EM Extended.]]
 
* Certain types of instakills (poison, touch of death etc.) are much more rare (but you should still try to get resistance).
 
* Allowed almost all types of items to be generated randomly, including [[bullet]]s, [[dragon scale mail]], [[athame]]s etc. Powerful items are incredibly rare, though.
 
* Allowed all combinations of role/race/alignment. A lawful elven rogue is possible, you can choose to be a chaotic male orcish Valkyrie, or roll out that cookie-cutter droven Monk! Of course you can play as a lawful convict, too. :-)
 
* All major demons can randomly summon a demon prince (Demogorgon for example) now; the chance for non-lords/princes to summon them is very low though.
 
* Several new special dungeon levels including a new mall (with stronger versions of watch captains), random mazes and mines, and even a weird "plane" level with very random monster/object/terrain generation! Many existing levels also have a chance to take on a different appearance. For example, Minetown can be "Water Minetown" instead - it's exactly what it says on the tin. Hooray for flying/levitating characters. :D
 
[[Image:Waterminetown.png|thumb|320px|Now all that we'd need would be some pretty, lovely water nymphs...]]
 
 
 
[[Image:Turnonedeathweirdlevel.png|thumb|320px|A weird new special level in Slash'EM Extended.]] [[Image:Weirdlevel.png|thumb|320px|The same weird level, fully explored.]]
 
 
 
[[Image:Kickingtrees.png|thumb|320px|A new variant of a Gnomish Mines filler level.]]
 
 
 
[[Image:Gehennomshoppingmall.png|thumb|320px|There's a shopping mall in Gehennom, too!]]
 
* Lots of new special rooms can be found now. For example, a room full of umber hulks can be generated. Special rooms also have a random chance for monsters to be generated awake, and they will always start out hostile to the player.
 
* Standard rooms in a rooms-and-corridors level have a chance to get some more special features, e.g. trees, clouds or pools of water.
 
* Monsters with a kick attack can target a male player character's nuts, and monsters with a claw attack can target a female player character's breasts. This attack will deal extra damage and can give a unique death message if it kills the player.
 
[[Image:YASD_to_nurses_special_attack.jpg|thumb|320px|YASD to a nurse's breast-targetting attack]]
 
* If the player character is robbed by an item-stealing monster of the other gender, they may suffer stat point loss.
 
* There's a random chance for most special levels to not appear in a given game. Plot-critical levels (example: the Quest) are exempt from this, but just about everything else (including minetown, sokoban's prize levels and more) has a small chance to be replaced by a standard dungeon level.
 
* Gehennom filler levels can randomly be rooms-and-corridors, and yes, there can be shops on those levels, too. Finding a shop on dlvl 64 is like winning the lottery though, as it will happen extremely rarely.
 
* The player can [[saddle]] and [[ride]] a much wider variety of creatures now (including [[foocubus|succubi]] :D), and it works while hallucinating, too.
 
* Naming the player character "Dudley" (without quotation marks) will set the starting luck value to -13 and prevent it from changing (thanks to the Dudley's Dungeon guys for that inspiration). A player character named "Blindfox" is permanently blinded while a player character named "Hippie" is permanently hallucinating. Reading the Book of the Dead will be possible even while blind, enabling a permanently blinded character to win the game.
 
* Certain monsters have the new "petty" attribute, allowing them to be tamed by throwing the otherwise-useless (and hard to get) [[kelp frond]]s at them.
 
* Greatly increased carrying capacity to reduce the tedium of building stashes and inventory management. Your maximum carry capacity can exceed 1000 units, and you can raise your stats (strength, constitution etc.) beyond their normal maximum.
 
* [[Elbereth]], [[unicorn horn]]s and certain other "cheap" tactics are less effective. Unihorns can randomly choose to permanently not fix a lost stat point, forcing you to get it back the hard way, and they can randomly blow up and disappear when used too often. Camping on an [[altar]] and sacrificing a lot, dropping lots of items for [[BUC testing]] or doing lots of [[water prayer]]s can also randomly cause the altar to disappear. Price identification of items is no longer possible. [[Reflection]], poison and sleep resistance are no longer a 100% protection to their respective attack types (but poison resistance still prevents instakills). Teleport/polymorph control have a 5% chance to fail. The [[protection racket]] has also been eliminated, now the player always has to donate 4001 zorkmids to a priest for protection regardless of character level. Small, whirly, amorphous or unsolid monsters may just pass through boulders, reducing the effectiveness of boulder forts. A blessed [[scroll of genocide]] only genocides monster species with a certain chance, just like it does in the [[Lethe]] patch; however, there is always at least a 10% chance of a species actually being genocided. [[Invoke|Invoking]] an artifact leads to a much higher timeout. Hitting a monster with a stoning attack (e.g. throwing a cockatrice egg at it) will only stone the monster with a 25% chance. Thrown [[dagger]]s, [[knife|knives]] and [[spear]]s can break, and the same is true for applied [[polearm]]s. A [[magic cancellation]] of 3 only prevents attacks like [[drain life]] with a 95% chance (used to be 98%).
 
* Monster spawns on the Quest levels are no longer only the fixed role-specific ones; instead, there is about a 14% chance for a randomly generated monster on the Quest levels to be of the specific type. All other random spawns will just be any standard random monster.
 
* It's a lot harder to win at "resistance roulette" now as the chances of gaining an intrinsic have been toned down. Eating a dragon no longer guarantees that you get the intrinsic resistance associated with it.
 
* [[Enlightenment]] has a 10% chance to display stuff that used to be wizard mode only, e.g. the exact alignment of the player. A blessed [[stethoscope]] will always display wizard mode strings like hunger, apport or tameness of pets.
 
* The chance of fire/cold/rust/corrosion affecting your equipment has been toned down. You won't lose every second scroll from stepping on a fire trap once. However, fire traps can be randomly generated outside of Gehennom now, and items can actually vanish entirely if they get hit by erosion effects too often.
 
* Stealing from a shop is a lot more dangerous now. Instead of an army of weakling [[kop]]s and maybe one or two kop sergeants, there is an actual chance to see higher-level kops including the new Kommissioner and Kchief types. The shopkeeper will also summon random [[Yendorian Army]] soldiers including a new supersoldier that can phase through walls, as well as [[watchmen]] including the new watch lieutenant who has a hallucination attack and an item-stealing attack. There's even a very low chance that shoplifting will generate a hostile [[arch-lich]] who might instakill a low-level character.
 
* Lava and water instakills are less likely - the game will now warn you if you're about to step on lava, water or traps. That annoying interface screw where finding secret doors/passages, hitting teleport traps or getting randomly teleported by teleportitis wouldn't give any message has also been fixed. I mean, really now: who has the patience of waiting after every "s" keypress to see whether a secret door came into existence? Now the game will pause with a --More-- prompt when the search command finds something. [[Image:Lavainstakillaverted.png|thumb|320px|The player will get a confirmation dialog when trying to step on water or lava.]]
 
* The chance of spell failure is capped at 90% now. This means that a low-level character who successfully reads a level 7 spellbook may actually be able to cast the spell, provided he has enough mana of course.
 
* Eating a [[tainted]] corpse may still grant the [[intrinsics]] associated with it.
 
* Using a tonal [[instrument]] to manipulate the [[drawbridge]] takes a turn now (bugfix), the drawbridge can randomly refuse to be closed, and any monster with a size of at least "big" will prevent the drawbridge from closing. Credits to Patric Mueller for these ideas.
 
* The [[shambling horror]] from Sporkhack/Unnethack is in the game now. Actually, there are four different types of horror that get randomly created attributes/attacks, and they're independent from each other, meaning they all have their own random values determined at the start of a game. Some of them will likely be complete "trainwreck" monsters, but with four of them, chances are that at least one such monster will be very dangerous. Again, credits to Patric Mueller and the Sporkhack devteam for this idea. There are also some pre-defined "trainwreck" monsters, meaning they always have the same (but nonetheless weird and possibly illogical) abilities in every game.
 
* Trying to walk on a square occupied by a boulder will now allow the player to choose whether they want to "squeeze" onto the square (if they were able to do so to begin with). This prevents the player from suffering nasty luck penalties on Sokoban through no fault of their own.
 
 
 
----
 
 
 
New warrior role highlights:
 
 
 
* He's a fighter class with very weak spellcasting abilities. Starts out with a [[mace]] and a [[crossbow]] as well as a randomly generated armor. The armor can be anything from the lowly ring mail up to a random set of [[dragon scales]]. Choose for yourself whether you want to start-scum for a set of silver/gray dragon scales.
 
* Lots of hit points but little mana.
 
* Starts with a pony and riding skill, as well as lots of apples/carrots.
 
* Gets gauntlet-like messages when low on food or health.
 
* The warrior quest basically has you fighting [[Master Kaen]] on steroids. That new quest nemesis is aptly named "[[Archnemesis]]" and will TOTALLY annihilate an unprepared character. There are also a lot of random 'a' and 'n' on the warrior quest.
 
 
 
==Ancestors==
 
{| class="prettytable" style="text-align: center;"
 
|| [[NetHack--]] →
 
| rowspan="2" | [[SLASH]] →
 
| rowspan="3" | [[SLASH'EM]]
 
| rowspan="4" | [[Slash'EM Extended]]
 
|-
 
|| [[NetHack Plus]] →
 
|-
 
| colspan="2" | [[Wizard Patch]] →
 
|}
 
 
 
==External links==
 
* [https://app.box.com/s/bjmryzddy3t7llv6jekb/ Slash'EM Extended binary for Windows]
 
* [https://app.box.com/s/szjtgjhqb8jpituffqth/ Slash'EM Extended source code]
 
The binary and source archives were last updated on March 17th, 2014.
 
  
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[[SlashTHEM]] in particular was originally a direct successor variant of Slash'EM Extended v75, and eventually diverged significantly in favor of becoming a more SLASH'EM-based fork - it also retains and builds on many of the elements originating from early Slash'EM Extended and the other variants it drew from, including [[NetHack: The Next Generation]], [[SLASH 6]] and [[NetHack-- 3.0.10]]. Remnants of influences specific to Slash'EM Extended include the [[Acid Mage]] and [[Electric Mage]] roles; the article on SlashTHEM has a list of additions to the game and their sources, and [[Deferred and defunct features (SlashTHEM)|this article]] has a list of features from Slash'EM Extended that still exist as deferred in SlashTHEM.
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{{variant-343}}
 
[[Category:Variants]]
 
[[Category:Variants]]
 
[[Category:Slash'EM Extended]]
 
[[Category:Slash'EM Extended]]

Latest revision as of 02:25, 18 January 2024

Slash'EM Extended (also known as "Sadistic Levels of Endless X-Citement", or SLEX for short) is a variant of SLASH'EM developed by AmyBSOD and based on SLASH'EM version 0.0.7E7F2. The object of the game is the same: to fetch the Amulet of Yendor from the bottom of Gehennom and offer it to your god.

Compared to SLASH'EM, the aim of Slash'EM Extended is to be a "kitchen sink" style variant that heavily raises the difficulty of the dungeon and adds several new roles and races for the player to choose from, alongside several new special levels and a near-endless amount of monsters; the developer is also known to deliberately implement content from generally-obscure, lesser known variants (e.g., a dungeon branch dedicated to ZAPM) alongside many Evil Patch Ideas and Evil Variant Sokoban levels, as well as ideas from her favorite media.

However, due to some of the new content being highly inappropriate, or in some cases illegal depending on location, most of the information regarding it has been removed – this page exists for historical purposes. The repository for Slash'EM Extended can be found on the GitHub website, but access to the repo comes with an 'objectionable content' warning banner, and an account is required to view the content. Some of the less-objectionable content has influenced features in other variants of NetHack: particular examples include in-game monster lookup, which has since seen use in many variants, and the idea of various monster "templates" that can be applied to randomly generated monsters (which exists in SLEX as "egotypes").

SlashTHEM in particular was originally a direct successor variant of Slash'EM Extended v75, and eventually diverged significantly in favor of becoming a more SLASH'EM-based fork - it also retains and builds on many of the elements originating from early Slash'EM Extended and the other variants it drew from, including NetHack: The Next Generation, SLASH 6 and NetHack-- 3.0.10. Remnants of influences specific to Slash'EM Extended include the Acid Mage and Electric Mage roles; the article on SlashTHEM has a list of additions to the game and their sources, and this article has a list of features from Slash'EM Extended that still exist as deferred in SlashTHEM.