Difference between revisions of "User:Doesnty"
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(Created page with "Currently Nameless Variant Changelog: Rules Changes: * Poison damage onto the player won't be deadly. * Fire traps just do 6d6 fire damage instead of hurting max HP. * Exp fo...") |
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Currently Nameless Variant Changelog: | Currently Nameless Variant Changelog: | ||
− | + | Convenient Features: | |
+ | * Paranoid_trap and paranoid_waterlava settings. Prompts you before stepping on bad stuff. | ||
+ | * Monster descriptions in-game give some information from the game's tables, including EV, AC, speed, resistances, and damage values. | ||
+ | * Showdmg setting, lifted from Slash'em. Unlike Slash'em, your outgoing damage is visible at all experience levels. | ||
+ | |||
+ | AC Changes: | ||
+ | * AC has been split into EV and AC for both players and monsters. Both count upwards from 0. | ||
+ | * For an attack to connect, its to-hit roll must match or exceed the target's EV. | ||
+ | * Monsters now get +1d20 to-hit vs players (instead of vanilla's +10). | ||
+ | * Melee attacks that connect have their damage reduced by a random number between the target's AC and 0. | ||
+ | * AC won't reduce an attack's damage below 1. | ||
+ | * AC is boosted by most armor. | ||
+ | * EV is boosted by raising your Dex, wearing a high-quality cloak, and by giving gold to priests. | ||
+ | * EV is penalized by being burdened and by wearing heavier body armor. | ||
+ | * EV is set to 0 if you are asleep, paralyzed, or otherwise cannot move. | ||
+ | |||
+ | Other Rule Changes: | ||
* Poison damage onto the player won't be deadly. | * Poison damage onto the player won't be deadly. | ||
− | * | + | * Sleep is much easier to wake from for both players and monsters. |
− | * Exp formulas | + | * Exp formulas overhauled. Monsters exp yields vary more and generally give more, but early levels require much more experience than vanilla. |
+ | * Levels 18 and up require less experience than vanilla, and can more plausibly be reached by killing monsters. | ||
* Max HP and Pw formulas changed. They are now deterministic, and changes to Con and Wis affect them retroactively. | * Max HP and Pw formulas changed. They are now deterministic, and changes to Con and Wis affect them retroactively. | ||
* Because of this, max HP gains from nurse dancing, potions of healing, etc. now have a universal cap of (5 * XL). | * Because of this, max HP gains from nurse dancing, potions of healing, etc. now have a universal cap of (5 * XL). | ||
Line 11: | Line 28: | ||
* Club, Mace, and Morningstar skills merged into Mace skill. | * Club, Mace, and Morningstar skills merged into Mace skill. | ||
* New skill: Heavy Armor. Increases AC gain from scale mail and heavier, and offsets the weight of body armor. | * New skill: Heavy Armor. Increases AC gain from scale mail and heavier, and offsets the weight of body armor. | ||
+ | * New skill: Dodging. Increases EV gain with higher Dex. Trained when monsters miss you. | ||
* Alignment record no longer increases from killing (most) monsters. | * Alignment record no longer increases from killing (most) monsters. | ||
* You gain alignment record every 1000 turns spent with positive alignment, no prayer timeout, and no god wrath. | * You gain alignment record every 1000 turns spent with positive alignment, no prayer timeout, and no god wrath. | ||
* You can dip into pools in adjacent tiles. | * You can dip into pools in adjacent tiles. | ||
+ | * Shopkeepers have caught on after 20 years of being robbed, and won't let pets into their shops anymore. (Unless you're quite sneaky.) | ||
+ | * Percentile Strength is gone; it now works like other attributes. Royal jelly and giant meat can raise it still, but with lower success rate. | ||
+ | * Slowness is now a timed status for the player, inflicted by wands of slow monster and some melee attacks. | ||
+ | |||
+ | Trap changes: | ||
+ | * Poison gas vents, which produce stinking clouds on those unfortunate enough to step on them. | ||
+ | * Fire traps just do 6d6 fire damage instead of hurting max HP. | ||
+ | * There is now a way to (sort of) disarm both poison and sleeping gas traps. | ||
Role/Race changes: | Role/Race changes: | ||
Line 20: | Line 46: | ||
* New race: Kobold. Mediocre stats, but they gain searching at XL4 and flight at XL20. They start with a baby lizard. | * New race: Kobold. Mediocre stats, but they gain searching at XL4 and flight at XL20. They start with a baby lizard. | ||
* "New" role: Convict, mostly same as the convict patch. | * "New" role: Convict, mostly same as the convict patch. | ||
+ | * Knights are no longer penalized for attacking "fleeing" enemies. | ||
+ | * Attribute caps have been adjusted and are generally much higher; humans have 20 caps for every attribute. | ||
Branch and special floor changes: | Branch and special floor changes: | ||
Line 41: | Line 69: | ||
* Magic chests; extremely heavy linked containers that appear in various places for ease of stash management. | * Magic chests; extremely heavy linked containers that appear in various places for ease of stash management. | ||
* Masks; magic items that indefinitely polymorph you into the creature depicted on them when worn. Uncursed ones often break when removed. | * Masks; magic items that indefinitely polymorph you into the creature depicted on them when worn. Uncursed ones often break when removed. | ||
+ | * Dragon scale mail is now heavy armor for skill purpose and weighs 400 aum. | ||
+ | * Wyvern scale mail functions the same as dragon scale mail, but gives only 5 AC and weighs a mere 80 aum. | ||
+ | * Because not every dragon and wyvern exist in every game, it may be difficult to get the size and color you want. | ||
+ | * Bugles will only scare animals. Drums and horns won't scare mindless monsters. | ||
+ | * Spellbook of Fireball split into Fireball and Meteor Shower, the latter always using the Skilled effect. | ||
+ | * Spellbook of Cone of Cold split into Ice Beam and Cone of Cold, the latter using a new cone area of effect. | ||
+ | * Spellbook of Create Monster is now Create Water. | ||
+ | * Spellbooks of Detect Food and Detect Unseen have been returned to the library. | ||
+ | * Wand of displacement, a useful but uncommon wand that swaps the position of the user and the target. | ||
Artifacts: | Artifacts: | ||
Line 51: | Line 88: | ||
Old Monsters: | Old Monsters: | ||
− | * Fire, ice, and storm giants are spellcasters attacking with their respective elements. | + | * Nurses are now peaceful by default, and can be chatted to for various services. They trade their healing punches for various dangerous syringes. |
+ | * Fire, ice, and storm giants are spellcasters attacking with their respective elements. (This includes Surtr). | ||
* Water elementals and gray oozes now have passive rusting attacks. | * Water elementals and gray oozes now have passive rusting attacks. | ||
* Zombies recover when killed. Unlike other variants, they won't infect you with anything (besides food poisoning). | * Zombies recover when killed. Unlike other variants, they won't infect you with anything (besides food poisoning). | ||
Line 64: | Line 102: | ||
* Violet fungi are now sessile, but have a strength-damaging passive attack. | * Violet fungi are now sessile, but have a strength-damaging passive attack. | ||
* Krakens are now speed 12 (up from 3). | * Krakens are now speed 12 (up from 3). | ||
+ | * All nagas can now attempt to constrict you. | ||
+ | * Glass golems have intrinsic reflection. | ||
+ | * Mindless monsters pathfind less cautiously. | ||
+ | * Ghost melee attacks inflict slowness. | ||
+ | * Major demons that offer bribes want constant (and rather steep) amounts of money. | ||
New Monsters: | New Monsters: | ||
+ | * Wyverns, faster dragons with thinner skins. At the start of every game, for each color, either its corresponding dragon or wyvern is randomly genocided. | ||
* Hellkittens, hellcats, nightcalves, and nightmares; all cousins of the hellhound | * Hellkittens, hellcats, nightcalves, and nightmares; all cousins of the hellhound | ||
* Slime serpents, which spit green slime | * Slime serpents, which spit green slime |
Revision as of 23:58, 15 September 2021
Currently Nameless Variant Changelog:
Convenient Features:
- Paranoid_trap and paranoid_waterlava settings. Prompts you before stepping on bad stuff.
- Monster descriptions in-game give some information from the game's tables, including EV, AC, speed, resistances, and damage values.
- Showdmg setting, lifted from Slash'em. Unlike Slash'em, your outgoing damage is visible at all experience levels.
AC Changes:
- AC has been split into EV and AC for both players and monsters. Both count upwards from 0.
- For an attack to connect, its to-hit roll must match or exceed the target's EV.
- Monsters now get +1d20 to-hit vs players (instead of vanilla's +10).
- Melee attacks that connect have their damage reduced by a random number between the target's AC and 0.
- AC won't reduce an attack's damage below 1.
- AC is boosted by most armor.
- EV is boosted by raising your Dex, wearing a high-quality cloak, and by giving gold to priests.
- EV is penalized by being burdened and by wearing heavier body armor.
- EV is set to 0 if you are asleep, paralyzed, or otherwise cannot move.
Other Rule Changes:
- Poison damage onto the player won't be deadly.
- Sleep is much easier to wake from for both players and monsters.
- Exp formulas overhauled. Monsters exp yields vary more and generally give more, but early levels require much more experience than vanilla.
- Levels 18 and up require less experience than vanilla, and can more plausibly be reached by killing monsters.
- Max HP and Pw formulas changed. They are now deterministic, and changes to Con and Wis affect them retroactively.
- Because of this, max HP gains from nurse dancing, potions of healing, etc. now have a universal cap of (5 * XL).
- Resistances gained from eating corpses are temporary.
- Scimitar and Saber skills merged into Saber skill.
- Club, Mace, and Morningstar skills merged into Mace skill.
- New skill: Heavy Armor. Increases AC gain from scale mail and heavier, and offsets the weight of body armor.
- New skill: Dodging. Increases EV gain with higher Dex. Trained when monsters miss you.
- Alignment record no longer increases from killing (most) monsters.
- You gain alignment record every 1000 turns spent with positive alignment, no prayer timeout, and no god wrath.
- You can dip into pools in adjacent tiles.
- Shopkeepers have caught on after 20 years of being robbed, and won't let pets into their shops anymore. (Unless you're quite sneaky.)
- Percentile Strength is gone; it now works like other attributes. Royal jelly and giant meat can raise it still, but with lower success rate.
- Slowness is now a timed status for the player, inflicted by wands of slow monster and some melee attacks.
Trap changes:
- Poison gas vents, which produce stinking clouds on those unfortunate enough to step on them.
- Fire traps just do 6d6 fire damage instead of hurting max HP.
- There is now a way to (sort of) disarm both poison and sleeping gas traps.
Role/Race changes:
- Female samurai trade their katana for a +1 naginata.
- Valkyries trade their long swords for a spear.
- New race: Kobold. Mediocre stats, but they gain searching at XL4 and flight at XL20. They start with a baby lizard.
- "New" role: Convict, mostly same as the convict patch.
- Knights are no longer penalized for attacking "fleeing" enemies.
- Attribute caps have been adjusted and are generally much higher; humans have 20 caps for every attribute.
Branch and special floor changes:
- The dungeon is now much shorter; the Sanctum is always Level 35.
- None of the demon lord lairs are guaranteed to spawn.
- Sokoban floors no longer spawn random monsters until they're solved.
- The Oracle now sells enlightenment and object identification.
- Quest requires XL10 instead of XL14.
- New mini-branch: Tomb of the Ancients, a small complex full of mummies, other undead, and the dreaded Khufu.
- Magic chests can be found at Mine's End, Delphi, the Castle, the Tomb, and by the Wizard of Yendor.
Item Changes:
- Object materials system is implemented, similar to Evilhack. Orcs don't hate mithril, and elves cannot handle iron at all.
- Polearms require less skill to attack at angles.
- Speed boots give Fast speed. The wand of speed monster gives temporary Very Fast, like the potion of speed.
- Uncursed spellbooks always warn if too hard to read (like they do for Wizards).
- Successfully using a unicorn horn frequently breaks it at +0, and lowers the enchantment otherwise.
- Scalpels can be applied to (attempt to) cure sickness and sliming at the cost of significant HP.
- Bags of devouring; destroys anything you put in it.
- Robes work as body armor like in Slash'em, and come in magic varieties.
- Magic chests; extremely heavy linked containers that appear in various places for ease of stash management.
- Masks; magic items that indefinitely polymorph you into the creature depicted on them when worn. Uncursed ones often break when removed.
- Dragon scale mail is now heavy armor for skill purpose and weighs 400 aum.
- Wyvern scale mail functions the same as dragon scale mail, but gives only 5 AC and weighs a mere 80 aum.
- Because not every dragon and wyvern exist in every game, it may be difficult to get the size and color you want.
- Bugles will only scare animals. Drums and horns won't scare mindless monsters.
- Spellbook of Fireball split into Fireball and Meteor Shower, the latter always using the Skilled effect.
- Spellbook of Cone of Cold split into Ice Beam and Cone of Cold, the latter using a new cone area of effect.
- Spellbook of Create Monster is now Create Water.
- Spellbooks of Detect Food and Detect Unseen have been returned to the library.
- Wand of displacement, a useful but uncommon wand that swaps the position of the user and the target.
Artifacts:
- Swiftsoles, guaranteed first sacrifice gift for rogues. They're old-style speed boots.
- Book of Exalted Deeds and Book of Vile Darkness, first sacrifice gifts for co-aligned priests. They create altars when read.
- The Longbow of Diana has a +1 multi-shot bonus if the user is a Ranger.
- The Arbalest of Artemis; basically identical to the Longbow of Diana, and replaces it for gnomish rangers.
- Luckblade, the Convict's first sacrifice gift.
Old Monsters:
- Nurses are now peaceful by default, and can be chatted to for various services. They trade their healing punches for various dangerous syringes.
- Fire, ice, and storm giants are spellcasters attacking with their respective elements. (This includes Surtr).
- Water elementals and gray oozes now have passive rusting attacks.
- Zombies recover when killed. Unlike other variants, they won't infect you with anything (besides food poisoning).
- Elemental spheres explode with actual explosions, and do so when killed.
- The old three nymphs are merged into just "nymph".
- Mind flayers and master mind flayers are now on 'U' instead of 'h'.
- Master liches and arch-liches are no longer valid polymorph forms, so you won't get erased from halfway across the level by a chameleon.
- Mummies now do bad things to you when you kill them. This can include magical damage, attribute loss, and cursing your items.
- Piercers are significantly more accurate with their drop attacks, and hit for double their bite damage with them.
- Quivering blobs are now speed 3 (up from 1), can paralyze with their touch attack, and passively paralyze attackers.
- Centipedes are now speed 8 (up from 4).
- Violet fungi are now sessile, but have a strength-damaging passive attack.
- Krakens are now speed 12 (up from 3).
- All nagas can now attempt to constrict you.
- Glass golems have intrinsic reflection.
- Mindless monsters pathfind less cautiously.
- Ghost melee attacks inflict slowness.
- Major demons that offer bribes want constant (and rather steep) amounts of money.
New Monsters:
- Wyverns, faster dragons with thinner skins. At the start of every game, for each color, either its corresponding dragon or wyvern is randomly genocided.
- Hellkittens, hellcats, nightcalves, and nightmares; all cousins of the hellhound
- Slime serpents, which spit green slime
- Woolly mammoths, tyrannosaurus rexes, velociraptors, pterodactyls, saber-toothed cats
- Red lights, which make you come to a stop
- A bunch of less fancy critters not worth listing here yet