Slash'EM Extended

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Revision as of 07:18, 27 February 2014 by Bluescreenofdeath (talk | contribs) (updated the version date)
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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 Windows binary (latest update: February 27th, 2014).

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

Key features

  • Applied the Jedi patch. Example screenshot: http://abload.de/img/dunklerjedi1bj9d.png
  • Applied the Convict patch. Example screenshots: http://abload.de/img/slashemconvictpatchvpjq2.png http://abload.de/img/convicthatimmerhungerhhjot.png
  • Added an all-new Warrior role, complete with gauntlet-like messages and a very hard quest. Example screenshots: http://abload.de/img/warriortypie0zj5s.png http://abload.de/img/warriorquestf9k9a.png
  • 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 lodestone in their inventory. An alien convict is practically impossible to play.
  • Added the Geek role from NetHack-The Next Generation, as well as lots of items, monsters, special levels etc. from that fork.
  • 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.
  • Added a sidekick to the Sanctum High Priest of Moloch. http://abload.de/img/jetztwirddercthulhuouxokv0.png
  • 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. http://abload.de/img/bperey6ukse.png http://abload.de/img/obermonstercoach8sf1w.png http://abload.de/img/killedbyamasterlicheneccyt.png and http://abload.de/img/outtadepthsluttojw9.png show some of these.
  • 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 This screenshot shows Waterminetown: http://abload.de/img/waterminetown5ddsm.png
  • Another new dungeon level is this one: http://abload.de/img/ddelddelddelddelddelbgkkv.png http://abload.de/img/durchknalllevelzsjpv.png
  • 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
  • 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.
  • 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 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 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. 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.
  • 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.
  • 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

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

External links

The binary and source archives were last updated on February 27th, 2014.