Slash'EM Extended

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Revision as of 11:09, 20 February 2014 by Bluescreenofdeath (talk | contribs)
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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.

Compared to SLASH'EM, Slash'EM Extended contains three new roles and one new race 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.

Slash'EM Extended is currently available as a MS-DOS binary.

This variant is actively being developed by the one-man dev team of User:Bluescreenofdeath.

Key features

The gnomish mines filler levels can randomly look like this: http://abload.de/img/baumgekicktxbijs.png And there's a new shopping mall in Gehennom too: http://abload.de/img/gehennomshoppingmall8ei0h.png

  • The player can saddle and ride a much wider variety of creatures now (including 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.
  • 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.
  • 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 or doing lots of water prayers 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). 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.
  • 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: http://abload.de/img/lavainstakillavertedsrcpi.png - 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.

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