Difference between revisions of "Slash'EM Extended"

From NetHackWiki
Jump to navigation Jump to search
(Figured I might as well link to my Let's Play Slash'EM Extended thread.)
Line 22: Line 22:
  
 
[[User:Bluescreenofdeath/Known_Bugs|A list of known bugs]] that should be removed in future versions. Players with coding knowledge are always welcome to help fixing them to make Slash'EM Extended even more enjoyable.
 
[[User:Bluescreenofdeath/Known_Bugs|A list of known bugs]] that should be removed in future versions. Players with coding knowledge are always welcome to help fixing them to make Slash'EM Extended even more enjoyable.
 +
 +
[http://forum.rpg.net/showthread.php?723346-(Let-s-Play!)-Slash-EM-Extended-a-NetHack-fork/page7 A screenshot Let's Play] by the creator herself, showing off a lot of this variant's features. Audience participation is encouraged by e.g. suggesting role/race combinations for Amy to play.
  
 
==Key features==
 
==Key features==

Revision as of 08:48, 27 October 2014

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.

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.

Slash'EM Extended is currently available as a Windows binary (newest version is v75 from October 8th, 2014). It can be downloaded here.

This variant is actively being developed by the one-man (actually, one-woman) dev team of User:Bluescreenofdeath (a.k.a. Amy).

Getting started

New players may be overwhelmed by the huge amount of available roles and races. These links may be helpful:

A list of Slash'EM Extended's new roles, including their key features and average difficulty rating. The Zyborg, Chevalier and Electric Mage roles are suitable for beginners, while the Convict, Geek and Courier are harder-than-hard roles that should be picked by experienced players only.

A list of Slash'EM Extended's new races, including their key features and average difficulty rating. The Trollor and Asgardian races are suitable for beginners, while the Ungenomold and Alien races should be picked by advanced players only.

A rudimentary version history, which is incomplete but tries to give a chronological overview of the variant's features.

A list of Slash'EM Extended's new items, including information about what they do. Slash'EM Extended also has lots of new randomized appearances for scrolls, potions and other items.

A list of Slash'EM Extended's new monsters, including information about their levels, attacks and special abilities.

A list of known bugs that should be removed in future versions. Players with coding knowledge are always welcome to help fixing them to make Slash'EM Extended even more enjoyable.

A screenshot Let's Play by the creator herself, showing off a lot of this variant's features. Audience participation is encouraged by e.g. suggesting role/race combinations for Amy to play.

Key features

  • Applied the Jedi patch.
    Slash'EM Extended allows you to play as a Dark Jedi.
  • Applied the Convict patch.
No race or alignment restrictions for the Convict in Slash'EM Extended, either.
Convicts get hungry early in the game.
  • Added an all-new Warrior role, complete with gauntlet-like messages and a very hard quest.
Warrior needs food, badly!
The Transvestite's pet in action.
A wonderfully lovely quest nemesis picking up her signature quest artifact weapon.
The same quest nemesis, not acting lovely any longer. In fact, the attack shown here can be incredibly deadly and will even get stronger the more often it hits.
A random Transvestite player monster on the Astral Plane.
A Courier player monster on the Astral Plane.
Beware of dangerous enemies hiding under items!
Kops can hide too.
The Spacewars Fighter quest shows quite chaotic level design.
  • Added another role and race (version v32): Zyborg role and Asgardian race are playable, and they're recommended for new players who want to get the hang of the game.
  • Version v42 adds a remake of the old Elf role as a playable character class (see defunct features). They are basically a stronger version of an elven Ranger with the added benefit of also gaining the bonuses of whatever actual race they are.
  • Version v54 adds playable Breton, Redguard, Imperial and Nymph races (Nymph was a suggestion by User:BellisColdwine) as well as the Bleeder, Diver, Korsair and Gladiator roles (the last three of which have been conceived by User:Fyr).
  • Added the Binder role by User:Chris.
  • 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 starts on the upstairs, but any means of levelporting/branchporting are unusable for a lost soul. Source of this idea is 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 monsters are much more likely to be encountered. They're also much more dangerous, getting better equipment and more offense/defense/misc items. Other intelligent foes may also be packing more heat now.
  • All skills that aren't restricted to a role can be improved to at least Expert level.
  • Looking at a monster will show its base statistics (idea from UnNetHackPlus).
  • Leveling up will slightly increase the player's AC, damage output and mana regeneration rate.
  • Picking up items from or dropping items on the ground no longer consumes a turn.
  • Unsuccessful prayers can have a much larger variety of harmful effects. On the other hand, there is an invoke deity technique that can be used for healing if the player's alignment record is positive.
  • Some status afflictions have been added: players can also suffer from numbness or freezing now. These conditions can be cured by a noncursed unicorn horn, prayer sometimes fixes it as well, and eating apples cures numbness while eating oranges cures freezing. If the player sets themselves on fire (e.g. by a scroll of fire), the freezing condition disappears as well. A numbed player has a 10% chance of losing a turn, which effectively translates to being 10% slower overall, while a frozen player performs all actions at half speed. Engraving is also more likely to fail if the player is suffering from one of these conditions.
  • Added lithivore monsters that can eat stone, glass, gems and bone. The rock mole is an example for a monster with this trait (it also keeps its metallivore trait); players may polymorph into one to eat a cursed lodestone.
  • 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. ;)
  • All players start with the new appraisal technique, which will identify the positive or negative enchantment value of a wielded item. It can also be used to determine the amount of charges on a wand, magic marker or similar item.
  • Applied the showborn, darkroom, showbuc and heck2 patches.
  • The ghost that is created if a player leaves bones after death has been beefed up considerably. Instead of a weak ghost that only moves once per moon cycle and does a maximum of 2 points of damage, there may often be a DCSS-styled ghost instead, read: a player character monster equipped with everything the deceased player had, which is also able to use those items. Basically the ghost has powers similar to the deceased player character, so if the deceased player had a full ascension kit, the next player may have lots of trouble killing the ghost. On the other hand, if the player somehow manages to tame the ghost, they will basically have an AI-controlled player character ally that may be able to kill a lot of monsters.
  • Yeenoghu is 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 randomlylevelport now, which can be especially annoying if Vlad is the one doing that. Jubilex can't be easily killed by a wand/spell of digging.
  • Added a sidekick to the Sanctum High Priest of Moloch.
    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. There is also an added "group spawn" mechanic that can spawn lots of monsters of one type (e.g. lots of team ant members or lots of felines) on the current level.
  • The player may get acid and petrification resistance by eating the appropriate corpses. Unlike other resistances granted by eating corpses, these are only temporary.
  • Traps do more damage on deeper dungeon levels, meaning arrow traps on dlvl65 aren't irrelevant anymore. Also, statue traps may be invisible.
  • Polymorphing is a lot more fun: if the player polymorphs into a form that cannot do certain actions (opening doors, picking up items from the ground or riding a steed, for example), they can choose to try anyway, with a 33% chance of success. However, failure will result in negative effects, which may be wounded legs, paralysis, confusion, stun, blindness or hallucination. A player polymorphed into a monster will have more monster hit points if their experience level is higher, meaning a level 30 character polymorphing into a lichen won't have just a single max hit point. Also, players can't polymorph into any monster that has a base level of at least 30, and some monster types are valid polymorph forms for monsters only so the player can't polymorph into one.
  • Warning and telepathy no longer display every monster. Instead, warning shows about 50% of all hostile monsters in range while telepathy shows about 66% of all non-mindless monsters.
  • Certain spells and wands scale with the player character's level now. This applies to all forms of healing wands and spells, all forms of force bolt, and all damage-dealing ray wands (magic missile, lightning etc.). Healing potions of all kinds will also restore more hit points for a higher-level character.
  • Randomly generated monsters have a 1% chance to be out of depth (example: giant mimic on dlvl2), and a 0.01% chance to be even more out of depth (example: arch-lich on dlvl2). However, very low-level monsters may still spawn even on a deep dungeon level (example: newt on Moloch's sanctum).
  • Enemies with ranged weapon attacks (crossbows, shotguns etc.) have a greatly increased chance of hitting the player with their shots. Be careful.
  • Certain rare weapons (electric sword, steel whip, torpedo and some others) can be applied to smash the otherwise next-to-unremovable iron bars. Doing so will damage the weapon though, even if it's erodeproof, and has a 20% chance to create an iron chain that can be picked up.
  • 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. Also, eating cockatrices is possible now and may have useful results; in fact, every stoning monster has a specific effect when eaten. For example, eating the standard cockatrice can increase the player's intelligence, similar to eating a mind flayer. Some of them (like basilisks) take longer to eat than it takes for the player to turn to stone, which means eating those without stoning resistance is a bad idea.
  • Added tons of new monsters, hallucinatory monster names, rumors and other types of messages.
    The master lichen is a rather dangerous monster indeed.
File:Outtadepthslut.png
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 bullets, dragon scale mail, athames 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
Now all that we'd need would be some pretty, lovely water nymphs...
A weird new special level in Slash'EM Extended.
The same weird level, fully explored.
A new variant of a Gnomish Mines filler level.
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. Many other types of melee attacks also have a chance of generating nasty extra effects, and there are new attack types: scratch, lash and trample, also with added extra effects. Certain quadruped monsters (elephants for example) have a trample attack now, and grown-up dragons have lash attacks.
File:YASD to nurses special attack.jpg
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.
  • The Quest is longer now, the upper filler level can appear more than once in a given game, and the quest portal (as well as several other branches) can be much deeper. It's entirely possible for the quest portal to be on Medusa's level or even below that.
  • 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.
It won't be this bad, but there _will_ be more dangerous sea monsters on water levels.
Be very careful around item-stealing sea monsters. They _will_ attempt to drown you while you disrobe.
  • The player can saddle and ride a much wider variety of creatures now (including succubi :D), and it works while hallucinating, too.
  • The player's knapsack can accomodate more than 52 items.
  • 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. A player character named "iwbtg" will die as soon as they take any damage, and if the character's name is "Gehenna", praying and converting altars will not work and the game will spawn dangerous monsters more often.
  • Certain monsters have the new "petty" attribute, allowing them to be tamed by throwing the otherwise-useless (and hard to get) kelp fronds at them.
The Poke Ball technique "catching" a wild monster.
  • Tame monsters can be left on another level for much longer without going feral, as long as they're satiated enough. There's also a higher chance for a feral pet to become peaceful rather than hostile, especially if it had a high tameness score while it was a pet.
  • If the player consorts with foocubi or certain other seducing monsters, the player or monster (depending on which one is female) may become pregnant; this can generate a pet foocubus, but it may also generate a hostile one instead.
  • 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 horns 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 prayers can also randomly cause the altar to disappear. Price identification of items is no longer possible. Reflection and most resistances are no longer a 100% protection to their respective attack types (but 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. 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 daggers, knives and spears can break, and the same is true for applied polearms. A magic cancellation of 3 only prevents attacks like drain life with a 95% chance (used to be 98%).
  • Engraving with a wand of digging can engrave up to 50 characters (or 6 Elbereths) in a single turn.
  • Sea monsters can spawn randomly, aren't hurt by being on land, and appear much more frequently on water levels. Being drowned will also subject the player's equipment to water damage; the instadeath drowning attack has a chance to fail, but even if the player doesn't drown, being submerged by a grabbing enemy will blank, dilute and rust items. If it is lethe water, the player's items may also be disenchanted.
  • 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 kops 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.
    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. And last but not least, monsters may have a "randomizer" attack that chooses any random attack type every time they attack; due to the possibility of them getting the touch of death or similar evil attack types, they will only appear late in the game.
File:Embraceattack.jpg
Some monsters can use an embrace attack to prevent enemies from fleeing.
  • 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.
  • If a technique is ready to be used again, the player will get a notification.
  • A high charisma rating can ward off item-stealing monsters sometimes. If a nymph tries to charm a character into taking off their armor, and the player has (close to) 25 charisma, there's a good chance for the nymph to fail stealing anything.

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

NetHack-- SLASH SLASH'EM Slash'EM Extended
NetHack Plus
Wizard Patch

External links

The binary and source archives were last updated on October 8th, 2014.