User:Doesnty

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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.
  • Instead of getting +10 to-hit against players, monsters swap their d20 for a d40. They also auto-hit if they roll a 39 or 40.
  • Melee attacks that connect have their damage reduced by a random number between the target's AC and 0.
  • Two-handed weapons and some monster attacks count as "breaching" and will reroll the damage reduction check, using the smaller value.
  • AC won't reduce an attack's damage below 1.
  • Damage reduction from AC is visible if the showdmg option is on.
  • AC is boosted by all forms of armor except cloaks.
  • EV is boosted by raising your Dex, wearing a high-quality cloak and shield, 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.

Skill Changes:

  • Scimitar and Saber skills merged into Saber skill.
  • Club, Mace, and Morningstar skills merged into Mace skill.
  • Being unskilled with a weapon incurs a flat 20% miss rate instead of -4 to-hit, which can't be overridden with other modifiers.
  • Being Skilled with polearms removes the penalty for using them in melee.
  • 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.
  • Healing magic has been renamed to Medical magic. Priest and Monk are now capped at Skilled in it, while Wizard gains access to Expert.

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).
  • Starting attributes are lower and they no longer rise with exercise (or abuse), but grow as the player gain levels.
  • Percentile Strength is gone; it now works like other attributes. Royal jelly and giant meat can raise it still, but with lower success rate.
  • Resistances gained from eating corpses are temporary.
  • 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.)
  • Slowness is now a timed status for the player, inflicted by wands of slow monster and some melee attacks.
  • Slings get a damage bonus from Str. Other launchers get a damage bonus from Dex.

Magic:

  • Spellcasting success formula has been overhauled with the intent of being much simpler. Skill is more important, and body armor weight is a large factor.
  • Spellbooks confuse you instead of paralyzing you. Uncursed spellbooks will curse themselves on failed read attempts instead of disintegrating. The backlash effects have been adjusted, and depend in part on your chance to read the book successfully.
  • Uncursed spellbooks always warn if the chance of successful read isn't 100%.
  • Wielding a spellbook lowers the fail rate of that spell if it is already below 50%.

Trap changes:

  • Searching formulas overhauled to be simpler (and typically more generous). Wisdom counts more than Luck. Certain roles and races get significant boosts.
  • 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.
  • Create Monster traps. They function like the old common magic trap effect, but do not blind you. Only triggers for players.
  • Magic traps adjusted; they now frequently emulate ice, teleport, polymorph, and create monster traps in addition to most old effects. They can blind you, but won't spawn monsters when they do.

Role/Race changes:

  • Female samurai trade their katana for a +1 naginata.
  • Valkyries trade their long swords for a spear.
  • Only Knights (and the new Sovereign role) can make Excalibur now.
  • Knights are no longer penalized for attacking "fleeing" enemies.
  • New race: Kobold. Poor attribute caps, but they gain searching at XL4 and flight at XL20. They start with a baby lizard.
  • Kobolds can be Cavemen, Convicts, Evokers, Rogues, and Wizards.
  • New race: Ogre. Can't wear any cloak, body armor, or shirt, but has enormous max HP.
  • Ogres can be Barbarians, Convicts, Evokers, Priests, and Wizards.
  • "New" role: Convict, mostly same as the convict patch.
  • New role: Prince/Princess. Internally named Sovereign. Lawful humans only, they are heavily armored, low HP generalists with an affinity for allies.
  • Intelligent humanoids that Sovereigns defeat in melee may be subjugated instead of killed, allowing you to recruit them as pets.
  • New role: Evoker. Similar to Wizard, but cannot read spellbooks; instead, they learn a random spell every other level. They also treat every spell as being part of the unique Evocations school. Due to their reduced flexibility, they cannot forget their spells and have better martial skills.
  • Attribute caps have been adjusted and are generally much higher; humans have 20 caps for every attribute.
Race Strength Dexterity Constitution Intelligence Wisdom Charisma
Human 20 20 20 20 20 20
Elf 16 20 16 25 25 20
Dwarf 25 20 25 16 16 16
Gnome 20 25 20 25 20 20
Orc 20 20 20 16 16 16
Kobold 16 25 25 16 16 14
Ogre 25 16 25 18 18 14

Branch and special floor changes:

  • The dungeon is now much shorter; the Sanctum is always Level 35.
  • Sokoban floors no longer spawn random monsters until they're solved.
  • A bunch of Sokoban floors from SLASH'EM and UnNethack have been ported (sometimes with slight changes).
  • The Oracle now sells enlightenment and object identification. Her prices are high, but she's also distributed coupons.
  • Quest requires XL10 instead of XL14.
  • Circe has a special level in late Dungeon.
  • New mini-game branch: Sudoku. A single floor with a single puzzle, that will usually require gambling your items to work out.
  • 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.
  • A new resident in the Castle can convert gems to gold, making them slightly less useless.
  • Hell has been remodeled a bit. Generic levels are now cave layouts with lots of lava.
  • The Wizard's Tower has been extracted from Gehennom and is now the Wizard's Realm, a branch modeled after the old static layout.
  • With the exception of Asmodeus (who now lives at the Vibrating Square), the demon lords are not guaranteed to show up.
  • Dispater now has a lair (which is not in every game). Geryon and Yeenoghu lairs when I get around to it.

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.
  • 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.
  • Spellbook of Recall Allies, a level 2 clerical spell that duplicates the magic whistle. Sovereigns start with it.
  • Spellbook of Cloudkill, a level 6 damaging medical spell. Like Fireball, but poison and leaves a 3x3 stinking cloud.
  • Spellbook of Dig is now level 3.
  • Spellbook of Shapeshift, a level 5 matter spell that polymorphs the caster with partial control.
  • 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.
  • Wand of healing, as the spell.
  • Rocks and flint stones weigh considerably less.

Artifacts:

  • Swiftsoles, guaranteed first sacrifice gift for rogues. They're old-style speed boots.
  • Luckblade, the Convict's first sacrifice gift.
  • Carver, a simple two-handed sword, the neutral Barbarian's first gift. Cleaver is now chaotic.
  • Malpractice, a chaotic always-poisoned knife. First sacrifice gift for Healers.
  • Hauberk of King Lear, a lawful suit of mithril chain mail. Gives regeneration to pets if worn by the player. First sacrifice gift for Sovereign.
  • Book of Exalted Deeds and Book of Vile Darkness, first sacrifice gifts for lawful and chaotic priests. They create altars when read.
  • Dragonbane is now a lance, and the first sacrifice gift for Knights. It comes with a saddle and unrestricts riding when gifted.
  • 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.
  • The Sword of Justice and Mercy, the quest artifact for Sovereign. Ensures subjugation for Sovereigns and can be invoked for cancellation, but only while negatively enchanted. Also gives MR and half spell damage while in inventory, and +1d5 to-hit/+1d8 damage against all.

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.
  • Aligned priests now offer services with displayed prices, instead of asking for an amount. Protection cost no longer scales with XL.
  • 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).
  • The old three nymphs are merged into just "nymph".
  • Mind flayers and master mind flayers are now on 'U' instead of 'h'.
  • 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.

Monster Magic:

  • Monster spellcasting has been somewhat overhauled.
  • Spellcasting attacks no longer exist; instead, spellcasting monsters may cast a spell instead of making a full attack.
  • Monsters have defined spellbooks. Spell lists are much different and more personalized than vanilla's now, blurring the old arcane and clerical lines.
  • Monster spellbooks are retained through polymorph. As such, chameleons masquerading as arch-liches only get the ability to use their chilling touch.
  • Fire/Frost/Storm giants wield Fireball, Ice Beam, and Lightning Bolt spells.
  • Asmodeus wields both 30d6 fire and ice magic, along with a tougher melee presence.
  • Baalzebub can cast Insect Swarm and only Insect Swarm. Yay...?
  • Dispater's spell list has Flesh to Stone.
  • The Chromatic Dragon has Summon Dragon).
  • Demiliches (and higher) cast Summon Undead instead of Summon Nasties.

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


PLANS:

  • Sovereign's quest needs a lot of polish.
  • Evoker's quest needs making entirely.
  • Port over Pirate role and do something to make it more....unique. Pirates are cool but it's kinda missing something I feel.
  • I want all roles to have a guaranteed reasonable first sac gift. Arch, Caveman, Monk, Ranger, and Tourist are still missing one.
  • Do something with Snickersnee so Samurai also has a reasonable first sac gift.
  • Overhaul Caveman quest to be more about dinosaurs. Kobolds get a different quest leader since they're reptiles. Tiamat moves downstairs to hang out with Asmodeus and pals.