UnNetHack

From NetHackWiki
(Redirected from UnNethack)
Jump to navigation Jump to search
Screenshot of UnNetHack

UnNetHack is a variant of NetHack initially based off NetHack 3.4.3, and is maintained by Patric Mueller and others. Most of the data structures are incorporated from the NetHack 3.6 series, with various additions derived from the currently-in-development NetHack 3.7 and more to come in the future, though many elements of NetHack 3.4.3 currently remain, such as Elbereth and the speed system.

The main intent of this fork is to put more randomness, challenges, and fun into NetHack. It features more levels, several UI improvements designed to reduce tedium, and many gameplay-related changes.[1] Since version 3.6.1, it also bundles a graphical tiles UI for Windows with DawnHack tiles.

For discussion, join the IRC channel #unnethack on irc.libera.chat or post to rec.games.roguelike.nethack.

The latest development source code is available from the GitHub repository - the current version is UnNetHack 6.0.13. UnNetHack can also be played online on public servers, with their current version listed in parentheses:

Below is a somewhat generalized list of changes that UnNetHack makes from base NetHack 3.4.3—the change log can be viewed on GitHub, which also has a commit browser for a complete list of changes. The development blog for UnNetHack can be viewed on WordPress.

Bug fixes and general code

The hero

  • The hero can no longer suffer instant death from poison, instead having a chance of being subjected to “very toxic poison” that does much more health and attribute damage.
  • The hero no longer has a role-based spellcasting bonus for special spells.

Race changes

  • The vampire race is added and modified from SLASH'EM. Vampire heroes get a +1 charisma bonus while wearing an opera cloak.
  • Elven heroes do not regenerate health while there is iron touching their bare skin, unless the object is their quest artifact. Vampire heroes similarly cannot regenerate while silver touches their bare skin.

Role changes

  • Archeologists get a luck bonus while wearing a fedora, and can enchant them safely from +5.
  • The Convict role is added—their first sacrifice gift is Luck Blade, and they can reach Basic skill in broadswords.
  • Healers looking at monsters can see roughly how much damage they have taken, and are notified of changes in a monster's condition when they take damage.
  • Knights get a weight reduction for any worn body armor heavier than studded leather armor.
  • Monks get a 1-point AC bonus while confused, as a reference to drunken boxing
  • Tourists start with additional darts to compensate for the increased training required to enhance skills in UnNetHack. When they enter a shop, all of its items are automatically identified.

Skills

Main article: Skill (UnNetHack)

Skills take significantly longer to train, with an increase of ~2.5-5x for weapon skills and ~1.25x for all others. The enhance menu displays the maximum level of each skill that a hero can attain.

When the hero attacks with a weapon that they lack skill in, they will “begin awkwardly bashing” monsters with it.

When riding, the duration of any galloping duration is dependent on the hero's skill level in riding.

Commands

  • The #adjust command can be used to separate a stack of items into multiple stacks by typing a number before an inventory letter.
  • The autoexplore command from AceHack is implemented (bound to v by default), and makes the hero automatically explore the dungeon until they find something interesting or are interrupted.
  • The #tip command from later versions of NetHack can be used to empty a container of its contents without trying to open it.

Conducts

The following conducts can be set in the configuration file:

  • Marathon (Start with 999 HP, but you can’t heal)
  • Permanent hallucination
  • No death drops
  • Elberethless (never engrave or use Elbereth)
  • Racial equipment only (wear only armor and wield weapons that match your race)
  • Heaven or Hell (the player and all monsters have 1 HP, and the player has 3 intrinsic extra lives)

Other conducts are also tracked by the game:

  • Clearing Sokoban without cheating

A user has suggested improving this page or section as follows:

"There’s an extra conduct called Ascet (for Ascetism), but its rules are currently not understood."

Options

  • Menucolors
  • Statuscolors
  • invweight and showweight, which show the weight of the hero’s inventory and their carrying capacity as well as the weight of individual items in the inventory and on the ground—both originally come from SLASH’EM.
  • MONSTERCOLOR which allows the player to change the color of specific monster glyphs (e.g. MONSTERCOLOR=water nymph:cyan
  • MSGTYPE, which changes how certain messages are displayed, from NetHack 3.6.0.
  • paranoid_trap, which asks for confirmation before the hero walks on a known trap.
  • A tutorial is present that the player can access when starting a new run.

Elbereth

Elbereth is iterated upon from its baseline functions in NetHack 3.4.3: the word does not need to be the only text in an engraving and protects any squares it is engraved on even while the hero is not present, functions in Gehennom and the Elemental Planes, and attacking while standing on it does not erase the engraving or incur an alignment record penalty (although it can smudge non-permanent engravings as normal).

Elbereth can be automatically engraved using ctrl + E, and engraving or using Elbereth is a tracked conduct—the player is also notified in the status window if the hero is standing on an Elbereth square.

Unique demons and all quest nemeses do not respect Elbereth, and minotaurs do respect Elbereth unlike in NetHack.

Dungeon changes

New and existing dungeon branches and special rooms are given their own colored walls, adapted from EvilHack: the Gnomish Mines are brown, Sokoban is teal, Gehennom is red, and so on. Bones levels are shown in the dungeon overview, all levels except Moloch’s Sanctum and the Astral Plane are mappable, and digging rays are not restricted to one square on maze levels.

For detailed changes in UnNetHack's dungeon branches, see the UnNethack dungeon map.

New rooms

In addition to new special rooms, wallified corridors, and various other changes, the dungeon now contains random vaults that add significant variety to what the dungeon can look like.

There are three new shop types: the instrument shop, pet store and tin shop.

Dungeon features

  • Secret doors no longer appear randomly.
  • Potion effects that occur from quaffing at a sink can be of any beatitude depending on the hero's luck, and there is a 113 chance of the potion being a potion of vampire blood.
  • Dungeon Growths: Trees rarely drop fruits or spawn more trees nearby over time. As of version 6.0.0, levels that have trees on them have an independent chance of generating an axe (for chopping down the growing trees).
  • Stairs that lead to different dungeon branches are colored yellow.
  • Magical traps that are not magic portals or anti-magic fields can be disarmed and removed with a wand of cancellation.
  • Muddy swamp squares are added which can wet items like moats and pools, but can be walked through without flying, levitation or water walking.
  • The vibrating square is treated as a trap, making it much easier to find, and will print messages about faint tremblings when the hero is within two squares of it. Once found, the vibrating square remains permanently revealed.

New branches and levels

  • The Town: A collection of shops accompanied by a town watch and several muggers who will attempt to steal your items. As of version 5.1.0, the Town only has one filler level, which is an open level with rivers separating the downstairs and upstairs.
  • The nymph level: A level featuring several nymph monsters and a unique nymph known as Aphrodite.
  • The Ruins of Moria: A special set of 6 upward-extending levels, each with their own unique loot and challenges, modeled after the Mines of Moria from J. R. R. Tolkien's The Lord of the Rings trilogy
  • The Black market is a unique, level-spanning shop with high price markups. As of version 5.1.0, there is also a second map that instead has numerous different shops spread across the level, with One-eyed Sam as a peaceful overseer.
  • Sheol is an ice-themed branch in Gehennom with unique ice-themed levels and monsters, as well as a magic marker and two crystal picks at the end of the branch.
  • The Dragon Caves: Dragon-filled caverns in Gehennom that contain the chromatic dragons, whose scales can give the resistances of all dragon scale types. As a related change, the Chromatic Dragon is renamed to Tiamat to distinguish her from these dragons, and she always drops chromatic dragon scales when killed for the first time.

Existing branches and levels

  • Lots of new maps for the Big Room are added.
  • Sokoban has several new maps added from other variants, and undergoes several other changes:
    • The branch consists of three levels instead of four, with a 12 chance of generating only one scroll of earth on the first level instead of two.
    • Sokoban’s difficulty level is fixed to Sokoban’s entry level, and does not change on higher levels.
    • Cheating in Sokoban gives feedback the first time the rules are broken, and clearing Sokoban without cheating is a tracked conduct in-game—doing so successfully gives the hero +1 luck. Additionally, Sokoban levels have their restrictions lifted once the entire branch is solved, somewhat similar to later versions of NetHack.
    • The player can choose from one of three prizes at the end of Sokoban: an amulet of reflection, cloak of magic resistance or bag of holding. The prizes will always be non-cursed and have a minimum enchantment of +0, and selecting one prize will destroy the others - they are always exempt from autopickup in order to prevent the option picking up an unwanted prize.
  • The magic portal to Fort Ludios will generate in the first eligible vault encountered below level 10, and will generate at Medusa's Island if it has not yet generated elsewhere (ensuring it can be accessed if there are no eligible vaults). The branch also has two additional maps.
  • The Rogue level will not appear.
  • The Quest has several changes as well:
    • The experience level threshold needed to enter the down stair on the home level is lowered to XL 10, and killing the quest leader also unlocks access to the levels below.
    • Quest leaders can destroy boulders while angry.
  • The filler levels between Medusa's Island and the Castle in the Dungeons of Doom are changed cavern levels with moats surrounding the level and muddy swamps scattered throughout.
  • The Castle has two new maps that can appear.
  • Gehennom in UnNetHack is significantly changed:
    • The Valley of the Dead has an extra possible map, and portals to Sheol, Vlad’s Tower, and the Dragon Caves are guaranteed to be generated.
    • Many Gehennom filler levels are cavern levels with lava surrounding them that often spread through rivers into the level. The Heck² patch also adds several potential maps to the filler level pool.
    • The lairs of Baalzebub, Asmodeus and Orcus each have an additional map.
      • Orcus-Town will always have an untended lighting shop.
    • Vlad’s Tower still contains a stair that leads into Gehennom in addition to the portal from the Valley. The top floor contains large boxes that are flavored as 'coffins' and create vampires when opened.
  • Moloch's Sanctum has been changed significantly, featuring a modified map with two sections separated by an expanse of lava and a pair of drawbridges. Inside the inner Sanctum, the initially peaceful high priest of Moloch is accompanied by Cthulhu, who carries the Amulet of Yendor and reappears a few turns after being killed. The Amulet has a chance of teleporting whenever it is dropped, so after killing Cthulhu for the first time the hero must locate the Amulet within the level—this may require continuing to fend off Cthulhu unless the hero can find a way to get rid of him permanently.
  • The Elemental Planes are generated in a random order, and each plane will have extra traps as well as a scroll related to their element (i.e. fire, flood, earth, or stinking cloud) somewhere on the level.

Monsters

Many new monsters are added to UnNetHack, with some originating from other variants.

List of new monsters

Monster Symbol Notes Origin Debut version
Locust a Sickness bite SporkHack 5.0.0
Snow ant a Freezing bite attack SLASH'EM 4.0.0
Evil eye e Drains luck   5.0.0
Cthulhu h Casts spells, sucks brains, and confuses SLASH'EM/Lethe patch 4.0.0
Uranium imp i Teleports along with player when attacked Homestuck 5.0.0
Aphrodite n Steals, as a nymph SLASH'EM 4.0.0
Deep orc o Generated only in Moria The Lord of the Rings 5.0.0
Enormous rat r Higher level than giant rat Convict patch 5.0.0
Chillbug x Generated only in Sheol Adeon 5.0.0
Dark Angel A Generated in Sheol 5.0.0
Weeping angel A Drains life and magic, level teleports Doctor Who 5.0.0
Weeping archangel A Drains life and magic, level teleports 5.0.0
Chromatic dragon D Dungeons & Dragons, Tiamat 4.0.0
Glowing dragon D Armor is a light source Nephi 4.0.0
Baby glowing dragon D Nephi 4.0.0
Vorpal jabberwock J Beheads Deferred feature from NetHack, L 4.0.0
White naga N Generated only in Sheol 5.0.0
White naga hatchling N Generated only in Sheol 5.0.0
Blue slime P Generated in Sheol Adeon 5.0.0
Disintegrator R Claw attack that disintegrates monsters
does not generate randomly
(but figurines and statues are wishable)
Biodiversity patch 4.0.0
Devil's Snare X Stationary, uses holding attack Harry Potter 5.0.0
Ice golem ' Generated only in Sheol Adeon 5.0.0
Crystal ice golem ' Generated only in Sheol SLASH'EM (crystal golem) 5.0.0
Wax golem ' Burning touch, drops wax candles SLASH'EM (wax golem) 4.0.0
Giant turtle : Blocks line-of-sight like a boulder SporkHack 4.0.0
Punisher ` Generated only in Sheol Adeon 5.0.0
Watcher in the Water ; Unique, only found in Moria The Lord of the Rings 5.0.0
Durin's Bane & Unique, only found in Moria The Lord of the Rings 5.0.0
Lava demon & Convict patch 5.0.0
Black marketeer @ One-eyed Sam may appear with other black marketeers SLASH'EM 4.0.0
Executioner @ Unique, only found in Sheol 5.0.0
Mugger @ Steals, only found in Town SLASH'EM 4.0.0
Robert the Lifer @ Convict quest leader Convict patch 5.0.0
Warden Arianna @ Convict quest nemesis Convict patch 5.0.0
Inmate @ Convict quest guardian Convict patch 5.0.0
Prison guard @ Only appear in Convict quest Convict patch 5.0.0
Miner @ Only appear in Convict quest Convict patch 5.0.0
Convict @ Player monster Convict patch 5.0.0

A user has suggested improving this page or section as follows:

"Add dungeon ferns."

Some monsters added to the variant were removed in later versions, which may be found in other variants such as the offshoot DynaHack:

Monster changes

Several existing monsters and related mechanics have been changed or revamped as well, including changes from other variants or later versions of NetHack.

  • Monster spawn rates increase as the turn count increases (adapted from SporkHack).
  • Intelligent monsters can pick up and use unlocking tools.
  • Certain monster types will grudge and attack others of their own accord.
  • Revived unicorns and dragons never drop unicorn horns or dragon scales.
  • Covetous monsters such as quest nemeses can steal any artifact in the hero's inventory.
  • Monster corpses that are drained by a vampire hero may fail to revive when subjected to a wand of undead turning or the turn undead spell, destroying the corpse instead—this chance becomes higher the more thoroughly they were drained.
  • Specific monsters:
    • Amnesia from the attacks of mind flayers and master mind flayers no longer cause the hero to forget level layouts or object identities.
    • Aleaxes instead generate with copies of whatever armor and weapons the hero has equipped at the time of their generation—all items generated this way are +0, uncursed and erosion-proofed, with artifacts converted to their base items. A hostile minion sent by an angry god will always be an Aleax.
    • Dragons have been substantially modified and randomized to have a different name, element and associated breath weapon in each game. They can also eat hard gems.
    • Gnomes can be generated a candle, with a higher chance in the Gnomish Mines&mdaash;candles given to Gnomes in dark Mines levels are very likely to be lit. The former change comes from AceHack.
    • Eating a disenchanter corpse cures hallucination and only has a chance of removing a random intrinsic—the chance is 20% if hallucinating, and 50% otherwise.
    • Vampires occasionally generate with an opera cloak, as in SLASH'EM.
    • Nazgul have a limited-range scream that travels through walls and stuns the hero, adapted from SporkHack. Heroes killed by Nazgul arise as barrow wights in bones files.
    • Xorns can eat hard gems.
    • Monsters killed by zombies have a chance of rising as zombies.
    • Vault guards get angry if you eat any gold in front of them.
    • The Dark One is renamed to Anaraxis the Black as in xNetHack.
    • The Wizard of Yendor can steal any artifact from the hero like other covetous monsters except the quest artifact of the hero's role. Additionally, once the Wizard of Yendor’s harassment begins, monsters will frequently spawn on the up stairs of each level—his harassment can also cause an earthquake if it occurs outside the Elemental Planes.
    • Foocubi switch genders after a successful seduction attack.
    • Demon lords and princes block teleportation while present on the level, and their lairs are no longer no-teleport levels—lawful demon princes will also ask for significantly larger bribes, usually thousands of gold pieces. The former is adapted from Nethack 3.7, and the latter comes from SporkHack.
    • The Riders have three times as much health as in vanilla, and are only ambiguously defined as “Riders” until they enter the hero’s line of sight.

Items

Several new items are added, including many from other variants, and the scroll of amnesia from NetHack 3.4.3 is also removed.

List of new items

Armor

Scrolls

  • The scroll of flood creates pools around and/or under the player, and cannot be blanked by water damage.

Potions

Rings

Tools

  • The iron safe is added, which can be cracked using a stethoscope and otherwise requires magic to open, since unlocking tools do not work on it.

Changes to existing items

  • General changes:
    • An “unidentified” menu option exists for player and container inventories to search only items of unknown beatitude.
    • Blessed charging identifies how many charges an item has.
    • Items that are erosion-proofed are auto-identified as such.
    • The range of projectiles is increased when they are fired from the correct launcher, and a crossbow's range is no longer dependent on strength.
    • Cursed projectiles have a chance to be launched toward the ceiling and land on the thrower's head.
    • The strength damage bonus is doubled for two-handed weapons.
    • A hero gains a 1-point bonus to AC for each worn piece of armor that matches their specific race, e.g. a dwarvish cloak for dwarves and an orcish helm for orcs.
    • Heroes who have both their hands welded to cursed items can open containers if they are in a form that has a head.
    • Armor that is thoroughly eroded will be destroyed whenever it would be eroded further.
    • Color alchemy: The products of dipping potions into each other is determined by the colors of potions used instead of the types of potions used. As of version 6.0.0, all colors of potions involved in color alchemy are guaranteed to appear in any given game.
    • Gem alchemy: Adapted from dNetHack, dipping certain gems in potions of acid changes them to other potions based on the gem used and what color potions are in the game.
    • Rings are automatically identified when dropped in sinks.
    • Wresting wands with no charges left will always turn them to dust, but the chance of successfully wresting one last charge is based on the wand's beatitude.
    • Breaking wands with at least 4 charges left has a (charges – 3)/(charges – 2) of creating a trap related to that wand.
    • Dropping a container on an altar reveals the beatitude of both the container and its contents if the hero is not blind.
  • Specific items:
    • Crossbows require 18 strength for their multishot bonus, and gnomes only need 16 strength for multishot with crossbows and get a +1 multishot bonus while firing from one.
    • The elven mithril-coat and dwarvish mithril-coat have their weight lowered to 130 aum.
    • The AC granted by dragon scales and dragon scale mail is reduced from 3 and 9 to 1 and 5, respectively.
    • Hawaiian shirts have designs that can be read.
    • The uncursed scroll of genocide kills all monsters of the selected type on the current level, while the blessed scroll behaves as the uncursed scroll in NetHack does. The cursed scroll's effect is unchanged.
    • Reading a non-cursed scroll of gold detection while confused reveals a random object class on the current floor, instead of traps.
    • Reading a non-cursed scroll of light while confused summons tame cancelled lights.
    • The blessed scroll of magic mapping reveals the location of objects, similar to an uncursed potion of object detection, and non-cursed scrolls will also reveal secret doors.
    • Reading a non-blessed scroll of punishment while confused summons a punisher (a very bad idea).
    • Scrolls of remove curse autoidentify if they change an item’s known BUC status
    • The scroll of scare monster changes its beatitude from blessed to uncursed or uncursed to cursed each time it is picked up, and turns to dust if picked up while cursed.
    • The heavy iron ball uses the flail skill when wielded as a weapon, but only Convicts can train the flail skill using the iron ball.
  • Applying a stethoscope to an egg identifies the species it belongs to.
  • Inhaling the vapors of a potion of hallucination, sickness, or, speed will auto-identify those potions.
  • The ring of regeneration only causes hunger when restoring the hero's HP, and will auto-identify when they take damage.
  • The wand of cancellation is auto-identified if it destroys a bag of holding.
  • The wand of secret door detection is renamed to the wand of detection.
  • A bag of holding that explodes destroys 113 of its items and scatters the rest in random directions, which includes the contents of containers inside the exploding bag, and breaks any fragile items. This is partly adapted from SporkHack.
  • A bag of tricks behaves much differently when charges, and once out of charges it can be used as a magical container (i.e. it will protect its contents from breaking like a bag of holding). However, charging a bag of tricks will destroy all its contents, and putting a non-cursed scroll of charging into an uncharged bag of tricks will charge it (and thus destroy its contents, including the scroll).
  • The chest in the Castle that contains the wand of wishing can never be trapped.
  • Oil lamps and brass lanterns appear in the charging menu, and will give feedback and identify accordingly when they are full or empty.
  • Both oil lamps and magic lamps auto-identify when rubbing them.
  • Burning stacks of candles increases their light radius equal to the square root of the number of candles burnt.
  • The horn of plenty has a small chance to create potions of vampire blood.
  • Luckstones drastically slow down luck timeout dependent on beatitude, instead of preventing it outright, and the closer luck is to 0, the slower it times out.

Artifacts

Several new artifacts are added as well, and the Orb of Detection is removed.

For the purpose of this list, the Amulet of Yendor is counted as an 'artifact'.

List of new artifacts

Changes to existing artifacts

Wishing

Main article: Wish#UnNetHack

Wishes from any source except a wand of wishing can only give non-magical items, and can no longer be obtained from thrones—to compensate, the shield of reflection is made non-magical, and wishing for artifacts always succeeds regardless of how many artifacts were generated in that game.

Wishes cannot be used to obtain chromatic dragon scales or anything else related to the monsters themselves.

When wishing for projectiles, a player can specify a stack of up to 100.

Other changes

See also

External links

References