Difference between revisions of "FIQHack"

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A nethack variant based on [[NetHack4]].
 
A nethack variant based on [[NetHack4]].
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 +
Hosted on [https://github.com/FredrIQ/fiqhack github]
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 +
The variant is currently not in any stable form, but a pre-release is currently hosted on ascension.run and hardfought.org and open for testing.
  
 
== Changes applicable to junethack 2016 ==
 
== Changes applicable to junethack 2016 ==
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* Added classic_status from DynaHack which gives the bottom status bar a look similar to NetHack 3
 
* Added classic_status from DynaHack which gives the bottom status bar a look similar to NetHack 3
 
* Sparkle is now a numeric option, allowing you to select how long it animates
 
* Sparkle is now a numeric option, allowing you to select how long it animates
 
Hosted on [https://github.com/FredrIQ/fiqhack github]
 
 
The variant is currently not in any stable form, but a pre-release is currently hosted on ascension.run and hardfought.org and open for testing.
 
  
 
== Monster spell lists ==
 
== Monster spell lists ==

Revision as of 19:04, 23 April 2017

A nethack variant based on NetHack4.

Hosted on github

The variant is currently not in any stable form, but a pre-release is currently hosted on ascension.run and hardfought.org and open for testing.

Changes applicable to junethack 2016

  • Wands have been rebalanced
  • Energy regeneration greatly boosted earlygame. EoTA users, however, should expect generally slightly less energy. Energy is now based on wisdom and experience level only, with Wizards getting a boost, and people with energy regeneration (EoTA) getting a bigger one.
    • +1pw/turn for eregen
    • +0.33pw/turn for wizards
    • +0.03*wisdom pw/turn for wisdom if your wisdom is higher than 3
    • +0.03*level pw/turn
  • Added 4 spells
    • spellbook of charging
    • spellbook of phase (temporary phasing)
    • spellbook of astral eyesight (temporary xray)
    • spellbook of summon nasty (equavilent to vanilla monster spell)
  • Added spell maintenance
    • Some spells can now be "maintained", slowly draining Pw but applying a continuous effect.
  • Improvements to the monster AI
    • Monsters now cast player spells instead of monster spells, and can learn new spells from spellbooks
    • Monsters now use items significantly more intelligently
    • They now use almost every useful amulet, wand, scroll, potion and spell
    • They now wear rings
    • They use containers now, both bags in their inventory and looting containers from the floor (The Castle chest is special cased to prevent them from looting the castle wand and exhaust it a la Grunt)
  • Players can now be slowed and/or cancelled
    • Slowness can be given from being in the view of a floating eye, being hit by the slow monster wand or spell.
    • Makes you half as fast as without it.
    • Can only be "cured" by waiting it out.
    • Being cancelled is permanent until cured.
    • Cancellation prevents you from making any use of your Pw/energy.
    • Also prevents a majority of special attacks similar to monsters (only relevant for polyself).
    • Considered a major trouble.
    • Can also be cured by quaffing a noncursed potion of gain energy, reading a scroll of charging while confused or stepping onto a magic trap and getting the "You are caught in a magical explosion!" effect (which is far more common than usual if cancelled).
  • Monster intrinsic/extrinsic system now works like players (in fact, players now use the new monster intrinsic system too). This means that monster has a lot of new intrinsics/extrinsics to play around with. This also means that illness, sliming, strangulation and petrification are gradual processes for monsters now. Eating corpses/jewelry confer new intrinsics (but only pets eat corpses at present).
  • The "curse items" harassment and unlucky throne effect now curses 3x as many items, and Magicbane only reduces its effect by 2/3 rather than making it not apply 95% of the time, to compensate for the removal of the "curse items" monster spell
  • Bones can be scarier -- the ghost now gets the same intrinsics as the late player, and each bones has a 33% of replacing the ghost with an alive player monster with the same inventory as the late player, the same spells and the same intrinsics/etc
  • Improved player monster ascension kit on Astral
  • Buffed #turn
    • The helpless duration scales with level, from 5 turns at XL1 down to 1 whole turn at level 24 to merely a single action at XL30
    • Mitre of Holiness now allows you to pray inside Gehennom while worn -- this includes normal praying as well as usage of #turn
  • You can wish for magic lamps

Changes applicable to junethack 2017

  • Poison instadeath has been replaced with permanent (not possible to restore with potion or unihorn) attribute damage
  • Nerfed conflict back to vanilla levels -- no longer works on ranged combat
  • Buffed martial arts -- glove enchantment now matters, and it no longer does only 1 damage 25% of the time
  • Zombies will now cure corpses in an area around them and cause zombification disease when attacking. Undead now grudge living and vice versa
  • Added object properties.
  • Added classic_status from DynaHack which gives the bottom status bar a look similar to NetHack 3
  • Sparkle is now a numeric option, allowing you to select how long it animates

Monster spell lists

Generally, spellcasters, and sometimes higher-level nonspellcasters, get random spells added to their spell repertoire, weighted towards their spell skills. However, uniques, and certain other monsters, have fixed spell lists on generation. Those are as follows:

Minotaurs

  • Dig (20% of the time)

Nazgul

  • Slow monster
  • Sleep

Barrow wights

  • Sleep

Shopkeepers

  • Force bolt (2/3 of the time)
  • Magic missile (if they didn't get force bolt)
  • Identify
  • Knock

Aligned priests

  • Healing
  • Identify
  • Confuse monster (3/4 of the time)
  • Slow monster (if they didn't get confuse monster)
  • Protection
  • Create monster
  • Remove curse
  • Create familiar
  • Turn undead

High priests

In addition to aligned priests, these also get a few arcane spells

  • Healing
  • Identify
  • Confuse monster (3/4 of the time)
  • Slow monster (if they didn't get confuse monster)
  • Protection
  • Create monster
  • Remove curse
  • Create familiar
  • Turn undead
  • Summon nasties
  • Haste self
  • Invisibility

High priests also include Grand Master and Arch Priest

Angels

  • Magic missile

Yeenoghu

  • Magic missile

Asmodeus

  • Cone of cold

Orcus

Orcus mostly have utility spells in couple with his other attacks, and can charge his wand of death

  • Drain life
  • Healing
  • Detect monsters
  • Slow monster
  • Charging
  • Create monster
  • Turn undead
  • Summon nasties

Dispater

Mainly a spellcaster and have both offensive, defensive and utility spells

  • Force bolt
  • Drain life
  • Magic missile
  • Healing
  • Extra healing
  • Cure sickness
  • Stone to flesh
  • Sleep
  • Protection
  • Create monster
  • Jumping
  • Haste self
  • Invisibility
  • Teleport away
  • Phase
  • Dig
  • Cancellation
  • Polymorph

Demogorgon

Primarly an attacker, but has a few spells to aid his attacks and to heal himself

  • Extra healing
  • Slow monster
  • Create monster
  • Haste self

Minion of Huhetotl

Primarly an attacker, but has buff spells and can incapacitate their foes with sleep

  • Healing
  • Sleep
  • Protection
  • Invisibility

Thoth Amon/Dark One

Both share the same list. Being primarly spellcasters, they have a wide list of spells

  • Force bolt
  • Magic missile
  • Fireball
  • Cone of cold
  • Healing
  • Detect monsters
  • Sleep
  • Slow monster
  • Protection
  • Turn undead
  • Summon nasties
  • Haste self
  • Invisibility
  • Cancellation

Chromatic Dragon

A dragon. Learned a few spells to improve its fighting speed and slowing their foes, and to heal

  • Healing
  • Slow monster
  • Haste self

Ixoth

  • Detect monsters
  • Protection
  • Summon nasties
  • Haste self

Master Kaen

Aside from being an excellent fighter, Kaen mastered spells to speed himself up, and to find and destroy those who tries to flee

  • Healing
  • Detect monsters
  • Slow monster
  • Haste self
  • Phase

Nalzok

  • Healing
  • Protection
  • Haste self
  • Phase

Wizard of Yendor

The Wizard of Yendor is, similarly to other general spellcasters, generated with a random list of spells. However, he has one guranteed spell.

  • Double Trouble