_ __ __ __ __ __ A / | / / / / / / / / / / ,X, __ __ / |/ /___ _/ /_ / /_/ /_ ____ / /___ <=V=> \ \/ / / /| / // _ \/ __// _ / \ / __// __/ ||| / / / / | /| __// / / / / / / // /_ / /\ \ ||| /_/\_/_/ |_/ \___//_/ /_/ /_/\___\\__//_/ \_\ ||| ,_______________________________________________ ||| ' \|
Its main goals are to fix game balance issues, remove sources of frustration and tedium, and experiment with new ideas from the community. It is intended to be fairly low on the scale of "kitchen-sinkiness" - preferring to enhance and deepen the existing systems in the game rather than add a bunch more new objects, monsters, roles, and so on.
It is intended to keep up with the development version of vanilla NetHack, and will regularly merge in its latest commits.
Version 0.4.0 of xNetHack is currently released and is available to play on the hardfought public server:
- US server: ssh firstname.lastname@example.org, or play in-browser at https://www.hardfought.org/nethack/hterm-us/
- EU server: ssh email@example.com, or play in-browser at https://www.hardfought.org/nethack/hterm-eu/
- AU server: ssh firstname.lastname@example.org, or play in-browser at https://www.hardfought.org/nethack/hterm-eu/
xNetHack's source can be found on Github, should you want to compile it yourself.
This page is the least frequently updated source of new information about xNetHack; the changelogs are updated more often, and the commit messages are guaranteed to be totally up-to-date.
Some changes in xNetHack will cause massive annoyance to anyone who assumed that something worked just like vanilla and played the game accordingly. To try and prevent this, here is a list of such changes:
- Some monster letters are changed up. In particular, for genocide purposes, mind flayers are now U, not h, and sea monsters are now z, not ;. Read the Monster recoloration and letter rearrangement section if you're not sure if something changed.
- The object materials patch works mostly like GruntHack, with one very important variation: you cannot wish for object materials unless in wizard mode. Don't start planning out wishes as if you're going to get +5 dragonhide everything and a silver Excalibur.
- There is no more spell of identify. To compensate, scrolls of identify are much more reliable, and the number of identifications they give depends only on their beatitude, with no random factor.
- Unicorn horns no longer restore lost ability points. You will need divine help or the potion or spell of restore ability to fix them.
- Orcish Town is still a mostly hostile, challenging place, but it contains an alive shopkeeper in his general store and all the armor, weapons, spellbooks, and other shop loot you would normally have found in Frontier Town, all lying around on the ground for free. Therefore, don't quit or give up just because Orcish Town generated.
- The artifact wishing formula has been changed. It depends only on the number of artifact wishes you have already made, so getting gifted artifacts, finding random or bones artifacts, or naming Sting doesn't count against you. But the odds are harsher; only your first artifact wish is guaranteed.
Frustration and tedium removals
- Exploding bag of holding scatters 12/13 of its contents instead of destroying them outright.
- Drop the XL threshold for the Quest to 10. Players are expected to judge if they're ready to go on the Quest themselves.
- Remove the poison instadeath entirely. (This applies for monsters too; poisoned weapons can no longer kill them outright.)
- Remove the mysterious force.
- You can teleport directly onto the Vibrating Square instead of getting "Sorry..."
- The shopkeeper sell prompt defaults to No instead of Yes, so hitting space by accident won't sell your items.
- Remove all sources and effects of amnesia. The scroll of amnesia is removed, while mind flayers still drain Int.
- The #terrain command works even when you are confused, stunned or otherwise impaired.
- Martial arts always adds its skill bonuses to damage, instead of getting nothing one-quarter of the time.
- Spellbooks can be reread at any time. If you have more than 2000 turns left of remembering the spell, it will prompt you to make sure you really want to.
- Luck penalties for jumping, hurtling, and dragging yourself with an iron ball in Sokoban are removed, since you can't actually cheat with them.
Spells can no longer fail. Instead, vanilla's percentage chance of failure is translated into an inflated Pw cost, using the following formula. It is intended to be simpler and rely less on a bunch of role-specific stats.
- Compute a percentage as follows:
- Start with your role's base spellcasting ability (see below table).
- +5% per experience level.
- Compute your effective Intelligence:
- Your Intelligence score.
- If you are wielding a wand that matches the spell, such as a wand of light while casting the spell of light, +7.
- Otherwise, if you are wearing a robe, wielding a quarterstaff, or wielding a wand of nothing, +5.
- If higher than 20, set to 20.
- +5% per point of your effective Intelligence.
- -25% per spell level.
- -50% for metallic body armor.
- -30% for wearing a bulky (oc_large) shield, or -15% for non-bulky. Bulky shields are large, Uruk-hai, and dwarvish roundshield.
- -15% for wearing a metallic shield, independent of the above penalty.
- -20% for a metallic helm that isn't a helm of brilliance.
- -35% for metallic gloves.
- -10% for metallic boots.
- +20% for Basic skill in the spell school, +40% Skilled, +80% Expert
- Clamp to the [0%, 100%] range.
- Pw cost of the spell = (spell level * 5) / percentage. (If percentage is 0, the spell would require infinite Pw for you to cast and is uncastable.)
Pw regeneration is also overhauled, using FIQHack's algorithm. You get the sum of the following sources of Pw per turn (fractions carry over for the next turn):
Some spells are removed:
- Cure blindness, invisibility, and detect food no longer randomly generate. They can still be wished for or written.
- Identify is removed outright. It cannot be wished for or written.
Some spell levels are tweaked:
- Dig: 5 -> 3
- Detect monsters: 1 -> 3
- Clairvoyance: 3 -> 2
- Charm monster: 3 -> 6
- Detect unseen: 3 -> 2
- Turn undead: 6 -> 2
- Jumping: 1 -> 2
Other spell-related changes include:
- Wielding a spellbook cuts the Pw cost of casting its spell in half, rounded up
- Rebalance spellbook failure effects; notably a failure causes confusion instead of paralysis, and paralysis only happens as a side effect of level 5+ books. The steal gold effect is also replaced with the book biting you. A new level 1+ effect is the book dropping one level in BUC.
- Spellbooks disintegrate if and only if they are already cursed
- Blessed and cursed spellbooks act as +/- 10 Int, instead of guaranteeing success and failure
- Throw out the complicated spellbook delay formula; all spellbook delays are now 10*level
The object materials patch, which allows objects to exist as a different material from their object type's base material and which allows for all sorts of interesting ways to do things. Objects can have a different material selected when they are generated.
Some important facts about various materials and their behavior:
|Glass||none||Always shatters when thrown, and occasionally shatters when used in melee or as armor. However, it is possible to shatterproof glass weapons and armor via the normal methods of erodeproofing, such as confused scrolls of enchant weapon. Bladed glass weapons have a +3 damage bonus.|
|Silver||none||Bonus damage to weres, vampires, shades, and demons.|
|Gold and platinum||none||Blunt weapons made of these have a +2 damage bonus.|
|Stone||none||Blunt stone weapons have a +1 damage bonus.|
|Plastic||Burn but not rot||Plastic weapons have a -2 damage penalty.|
|Paper||Burn and rot||Paper weapons have a -2 damage penalty.|
|Wood||Burn and rot||Wooden bladed weapons have a -1 damage penalty.|
|Mithril||none||Mithril body armor always grants at least MC2.|
|Bone||none||Can hit shades, bypassing their usual immunity to physical attacks.|
|Iron||Rust and corrode||Bonus damage to elves, nymphs, and lesser demons.|
|Copper||Corrode||Bonus damage to fungi and monsters with disease/decay attacks; copper armor can sometimes nullify falling Ill (stacking 20% chance with each piece of copper armor worn)|
|Cloth and leather||Burn and rot|
Artifacts always have one specific material. Usually this is just the base object's default material, but Sunsword is gold, and Grayswandir and Werebane are silver.
Wishes are not allowed to specify the object material, except in wizard mode. Wished-for objects don't have a randomized material; they always have the base material.
Mithril-coats were a tricky issue, as they were material-specific and weren't left like that. They have been replaced with elven ring mails (3 AC) and dwarvish ring mails (4 AC). When these are made out of mithril, they behave identically to mithril-coats. Elves' and dwarves' armor might not generate as mithril, but whenever a hobbit gets an elven ring mail, it is always mithril.
Elven weapons now have a base material of copper, instead of wood.
Certain golems (gold, paper, leather, iron, glass, wood) may drop items made of their respective material rather than their regular drops. This has some restrictions for balance; potions, scrolls and spellbooks will never be generated from glass and paper golems; however, wands are fair game.
Certain items are renamed due to having a material-specific name. Mostly this just takes the form of removing the material from the name, but consult objects.c to be sure. One important case is that since regular bells can now be silver, the Bell of Opening is now an "engraved silver bell" when unidentified.
Numerical quantity changes
The material of an object affects its weight, price, and AC (for armor only).
To compute the weight of an object, multiply its item type's weight by the density of its actual material and divide it by the density of its base material. Note that the densities may be inexact due to guessing and deliberate changes for gameplay balance. (In general, it's assumed that an object of a new material is made solidly of the new material). For example, a mithril chain mail will weigh 5000/8000 = 5/8 as much as a regular chain mail, whereas a gold chain mail will weigh almost 2.5 times as much.
To compute the price of an object, do the same multiplication. These values are much more arbitrary than the densities. Note that an item made of its normal material will weigh and cost the same as it did before object materials were added.
To compute the AC bonus of an object, subtract the base material's AC from the actual material's AC, then add this to the regular AC bonus of the armor (capped at 0; a poor material can't make the armor worse than wearing no armor at all). The resulting value is then effectively the new "base" as far as erosion is concerned - for instance, an iron small shield will grant 2 points of AC instead of 1, but it will go down to 0 when it gets very rusty or thoroughly rusty, instead of bottoming out at 1.
|Material||Density (arbitrary)||Price (zorkmids/aum)||AC|
New material hatred
The silver-hating code has been generalized so that it can be applied to any group of monster types for any specific material. By default, this deals d6 damage to them on contact (d3 if it's the player handling an object) and cause messages like "The [monster] flinches at the touch of [material]!" and "The [material] broadsword hurts to touch!" Also by default, if the player hates a material, they are still capable of handling an object made of it (it's not literally untouchable). Due to a vanilla bug, the player is always capable of picking up an object made of a hated material with no bad effects.
Elves (including elvish players), nymphs, and lesser demons hate cold iron (which is all iron in the game). This uses the defaults described above.
Fungi and monsters that use disease or decay attacks, as well as Pestilence, hate copper. This uses the defaults described above.
Hatred of silver does not use the defaults described above; it works the exact same as it does in vanilla, dealing d20 damage and being un-handleable by the player if the player hates silver.
To make things easier for elvish players in particular, some common-sense rules have been added so that the player doesn't directly touch items as often. If you wield something made of hated material while wearing gloves, or wear body armor made of hated material while wearing a shirt, this does not count as touching them and you will not take damage.
Additionally, some items' base materials have been tweaked to make certain artifacts not hate elves.
- Runeswords and therefore Stormbringer are now metal.
- Athames and therefore Magicbane are now metal.
- All amulets and therefore the Eye of the Aethiopica are now metal.
- The Mitre of Holiness is now special-cased to silver.
New levels, updated levels, and level generation
Filler levels (non-special and non-Vibrating Square) that have a full-level maze now generate rooms into the maze. Some of these may have walls removed, creating large open areas; others may have doors that align with the regular maze passages. In Gehennom, these rooms are now Gehennom-exclusive special rooms:
- Demon dens containing demons and piles of loot
- Submerged rooms consisting entirely of water, with sea monsters. Somewhere underwater, there is also a chest containing 1000-2000 gold, 0-9 gems, and a 10% chance of a magic lamp.
- Lava rooms containing pools of lava and salamanders.
- Slaughterhouses containing animal corpses, leashes, knives, and a couple alive mariliths.
- Seminaries of Moloch, a regular temple room with altar to Moloch and peaceful attendant priest of Moloch but also with some hostile priests of Moloch.
For mazes between Medusa and the Castle, rooms still generate, but any special rooms will be Dungeons of Doom special rooms (swamps, treasure zoos, leprechaun halls, and so on.)
Entirely new special levels
In general, I don't consider it worthwhile to write my own spoilers for these levels, but if anyone creates such spoilers, feel free to link them here.
- Mines' End variant: jonadab's Gnomish Sewer (a dark twisty water level with many rings)
- Two Oracle variants. In both of them, the Oracle is in a ring of pools rather than a subroom. One variant only has 3 fountains but does have trees.
- Monk home level: Replaced entirely. It is now a proper monastery under siege, with a bit more elemental diversity.
- Monk upper filler level: Replaced entirely. It is now a path through grassy river-crossed foothills.
- Monk locate level: Replaced entirely. It is now a switchbacked hike across a mountain leading to the entrance to Kaen's underground fortress.
- Ranger home level: Replaced entirely. It is now essentially Khor's design, with a couple small differences.
- Barbarian upper filler level: Is still a big open field of mostly nothing, but now contains large random outcrops of rock.
- Barbarian lower filler levels: Mostly the same as the upper filler levels, but dark.
- Barbarian goal level: Replaced completely; now features more of a straight up fight suitable to a barbarian.
Special level changes
- Add a barricaded shop with an alive shopkeeper to Orcish Town, and scatter around the gear that was carried by the dead denizens, as well as the items from the other three destroyed shops.
- Several doors in the Castle are changed to iron doors.
- Each Castle barracks will individually either open into the throne room like in vanilla, or into the courtyard. The doors no longer generate locked.
- The Astral Plane is fully lit instead of mostly dark.
- The random V and L on Astral are replaced with random A (watch out for Archons!)
- Because of engravings being visible and Sokoban being premapped, add dud engravings referencing the Monty Hall Problem in the two closets that don't contain the prize.
- Non-spiked pits occasionally generate in graveyards, and they are flavored as open graves
- Treasure zoos generate only animal monsters
- Upper Mines filler levels are always lit; Lower Mines filler levels are always dark.
- Doors are much less likely to be secret doors on low levels, and will never be secret doors on the first 3 levels.
- Standard room-and-corridor levels generate more items (a 2/5 recursive chance per room rather than a 1/3 chance).
- Secret passages will never generate on the first four dungeon levels, and have an increasing but much smaller than vanilla chance of generating after that.
- Certain levels, primarily Quest ones (and not the Planes), are flagged as "outdoors". This has a few effects: scrolls of earth won't work, and traps that rely on a ceiling existing (rust and falling rock traps) won't generate. Door traps aren't affected. Also, stuff thrown upwards won't "hit the ceiling".
- Add grass terrain, which appears as a green comma (,). Grass currently does not do anything special besides provide cover for concealing monsters. If fire explodes or is zapped over grass, it will burn and revert to regular floor.
This doesn't cover monster letter rearrangement or recoloration. See Monster recoloration and letter rearrangement below.
- Bribing demon lords demand 50d500 gold, regardless of what the hero is carrying, and may be successfully shortchanged depending on the hero's Charisma
- Generate a lot more monsters when a level is created, and slow down the normal generation rates
- Green slimes have an engulfing attack that starts sliming
- Orc-captains are considered a lord to their kind, and their speed is increased from 5 to 9
- Hitting a gremlin with light will anger it
- Shriekers will spawn a baby purple worm if regular purple worms are too hard
- Spiders may rarely spin a web upon moving. This feature has been ported to vanilla, and works differently from the original xNetHack implementation, but the vanilla behavior has been backported to xNetHack.
- Foocubi no longer affect maximum Pw. The effects will either set Pw to full or drain it to 0, but the maximum never changes.
- Charmers and seducers (nymphs and foocubi) introduce themselves before charming/seducing you. Nymphs have classical Greek-style names; demons have demonic names.
- When metallivores eat metal from the ground, there is a 6/7 chance that the metal is placed into their inventory rather than destroyed outright.
- Monsters without hands cannot rub things. This primarily affects polyselfs.
- Rebrand the U monster class as "aberrations". (Umber hulks are in fact aberrations and remain in this class.)
- Minesflayers can no longer generate, because flayers are no longer on the h glyph.
- Elves can be genocided as a class by non-elf players without killing yourself, because elves are no longer on the @ glyph.
- Zruties are removed outright.
- Monsters that could already hide under objects ("concealing monsters") can now also hide under grass, thrones, sinks, altars, graves, and ladders without needing an object for cover.
- Concealing monsters move at normal speed through spaces that they can remain concealed in, though they still usually balk at leaving their cover.
- If the player happens to arrive somewhere on a level that is already occupied by a monster, the monster will always be displaced.
- All magical create monster sources (spell, wand, scroll, bag of tricks) suppress creating monster groups, for monsters that generate in groups. That is, sources of it that create multiple different monsters will still do so, but if the game randomly picks "hill orc" as a monster to create, it won't also create a group of hill orcs.
- Bribable demon lords will announce their displeasure to you when you approach them with no money, rather than attacking silently.
A thiefstone is a magical gray stone that "steals" items out of your inventory.
- Stolen items are deposited in a certain space on the level (its "stash location") on which the thiefstone was generated, no matter where the hero happens to be.
- If there is a container on this space, stolen items will automatically go into it.
- A newly generated thiefstone will try to choose its stash location in this order: a vault, a closet, any other space with a container on it. Whichever space it chooses, if there is no container there already, it will generate a container there.
- Thiefstones will only steal inherently magical items. Blessed ones will also steal gold and all gems (including glass). They will never steal equipped items.
- All thiefstones are generated cursed.
- When you pick up a cursed thiefstone, it may pull some magical item out of your pack and teleport itself and the item off to its stash.
- Unless you happen to be standing on its stash location already, in which case it does nothing.
- If you are carrying a cursed thiefstone and pick up a magical item, the thiefstone jumps out of your pack and teleports itself and the item off to its stash.
- Thiefstones can be cancelled. This makes them unable to teleport items ever again.
- Applying or rubbing a non-cursed thiefstone on some item that it will steal will send the item off to the stash, but not the thiefstone itself.
- Throwing and hitting a gold golem with a blessed thiefstone will teleport the gold golem to the keyed location. Only works for throwing due to a bug. Works on players polyselfed into gold golems, but will never work on monsters carrying the Amulet.
Other new objects
- Ring of carrying: chargeable 200zm ring that increases or decreases carrying capacity by 5% per enchantment. If dropped down a sink, "The sink looks like it can hold [more/less] water than before."
- Scroll of water: highly similar to UnNetHack's scroll of flood, but will never create water underneath the player. Replaces the scroll of amnesia, which is removed. Also like in UnNetHack, they will sometimes appear on a random headstone reading "Apres moi, le deluge."
- Candle light radius is now sqrt(x)+1 instead of log_7(x)+1
- Blessed scroll of destroy armor asks the player which piece of armor to destroy
- You can rub rocks together or on touchstones to break them, occasionally producing flint stones
- Flint stones' weight is reduced to 1 aum
- The wand of speed monster on the player gives temporary very fast speed but not intrinsic speed
- The potion of speed gives intrinsic speed and a short duration of very fast speed
- The amulet of life saving does not work if the player is polymorphed into a nonliving form
- Unicorn horn is a slightly poorer weapon (1d8/1d10), and it no longer restores lost ability points when applied. However, it is now a one-handed weapon, and if you wield it in your main hand without gloves, it will be applied passively to cure disease and other status effects every turn without needing to be applied.
- Potions may be #dipped in sinks to pour them down the drain, causing the hero to suffer its vapor effects.
- Add vapor effects for all potions, and make most of them unambiguously identify the potion
- Chargeable rings will never generate at +0
- Dropping a ring down a sink has an 80% chance of being buried beneath it, rather than 20%
- Confused scroll of light will conjure several tame cancelled lights, which cannot explode but are useful as a light source. Will be yellow lights if non-cursed and black lights if cursed.
- Dwarvish and Uruk-hai shields count as bulky
- Scrolls of identify always identify 7/4/1 items for B/U/C; full inventory ID is no longer possible from scroll
- Potions of oil cannot be diluted. If you notice it failing to dilute, it gets identified automatically.
- Uncursed food no longer gives "Blecch! Rotten food!"; cram and lembas never do even when cursed
- Scalpels do 1d5 damage versus small monsters and 1d7 damage versus large.
- Reduce the weight of land mines to 40.
- Reduce the weight of beartraps to 50.
- 1/40 of random non-artifact weapons generate erodeproof.
- Stinking clouds (including Plane of Fire gas clouds) no longer use a predefined rhombus shape; instead, they will expand from their origin point to fit the terrain. Be cautious about using them in closed spaces.
- Tins, or rather their labels, can be read. 1/5 of tins will honestly tell the type of monster they contain; the rest lie or give funny messages. Player-made tins are not labeled.
- C- and K-rations can also be read.
- Random tins can be prepared as "gourmet foo", which gives 350 nutrition.
- Extrinsic sources of fire, ice, and shock resistance protect all of your potions, scrolls, rings, and wands from burning, freezing, and exploding from shocks.
- Force bolts from the wand of striking (and also from the spell of force bolt) will smash down iron bars (unless the bars are set to nondiggable). This is very loud and wakes up a lot of monsters.
- Mjollnir wakes up monsters in a radius of 6 when you attack with it and lightning strikes the monster.
- Mjollnir can be invoked (with the same invoke timeout as any other artifact) to direct a lightning bolt dealing 8d6 damage, more than a wand of lightning.
New door traps: Replacing the KABOOM!! stunning door trap. The available traps depend on the current level difficulty. All of the following impact monsters and players as symmetrically as possible.
|Screechy hinges||1+||Closing, opening||Awakens nearby monsters.|
|Self-locking mechanism||1+||Opening, closing, unlocking||Shuts and locks itself. If you try to unlock it after it's locked, the trap is automatically removed.|
|Static shocking doorknob||2+||Opening, closing, unlocking, failed untrapping||Zaps for d(level difficulty * 2) + 1 shock damage. Damage is reduced by 75% for shock resistance. The trap is automatically removed.|
|Falling bucket of water||3+||Opening, breaking, failed untrapping||Classic bucket-propped-above-a-door prank. (Level difficulty/5)+1 items in your inventory are randomly wetted; containers and things inside containers are safe. The trap is automatically removed.|
|No hinges, falling forward||6+||Opening, breaking, failed untrapping||Door is rigged without hinges, falling away from you. You crash on top of the door and are stunned for 2d4 turns. Destroys the door.
This effect also happens if you try to kick open the other "no hinges" trapped door.
|No hinges, falling backward||8+||Opening, failed untrapping||Door is rigged without hinges, falling on top of you. The door crashes on top of the monster, making you helpless for 3 turns. Destroys the door.|
|Boulder dropping out of the ceiling||10+||Opening, breaking, failed untrapping||You break a tripwire, dropping a boulder out of the ceiling on you (it will drop on the door space if you open the door from a distance). The trap is automatically removed.|
|Hot doorknob||12+||Opening, closing, failed untrapping||Burns you for d(level difficulty) damage. If you have fire resistance, damage is halved. If you are wearing any gloves, damage is halved again and the gloves may be eroded. If you are specifically wearing "padded gloves", damage is entirely negated (because they are designed for heat.)|
|Fiery explosion||15+||Opening, breaking, failed untrapping||Causes a fiery explosion dealing d(level difficulty) damage centered on the door. The explosion is normal (it may burn your inventory and is resistable normally, no special effects). Destroys the door.|
Several of these traps can generate on open doors as well as closed ones.
Other trap changes:
- Magic traps' taming effect is changed to pacification, due to petless conduct shenanigans.
- The player does not trigger rolling boulder traps unless actually standing on the ground (the same as monsters).
- Polymorph traps disappear whenever they polymorph any monster.
- Polymorph traps no longer generate out-of-difficulty monsters.
- If you force-fight a web from an adjacent square while wielding a bladed weapon, you attempt to cut it away and destroy it. Success is dependent on your Str, and there are not any bad failure effects.
- If you are wielding Sting, you auto-destroy any web when you try to move out of it, allowing you to complete your move normally rather than remaining on the web square for another turn.
Iron doors (+, |, -) are doors that cannot be destroyed by most means of brute force. This includes digging rays, picks, non-metallivore tunneling, giant smashing, force bolts, or kicking. All other ways of interacting with doors normally (opening, unlocking, untrapping, etc) work the same on them. They can be trapped with the same traps as any other door. Certain methods of destroying doors do work on iron doors: falling into a chasm from an earthquake, being blown up by a land mine, being chewed through by a metallivorous tunneler, being disintegrated by a disintegration ray. They are randomly generated on filler levels: if (level difficulty > 10 + 1d50), a door will be generated as iron. They currently only exist in the Castle as far as special levels are concerned.
- "Klunk!" from kicking a sink is less likely
- All sinks on non-special levels now generate with one ring buried beneath them
- "Flupp!" effect from kicking a sink will dislodge and spit up one ring buried under the sink
- Throne insight always gives a full inventory identify
- Sinks are recolored from # to \.
- Drawbridges are recolored from # to +.
- Rangers begin the game with two beartraps.
- Rogues begin the game with thiefstones pre-identified.
- Wizards get four spellbooks in starting inventory (force bolt, magic missile, and two random). They no longer get the scrolls, potions, rings and wand they previously started with.
- Healers' starting Int is boosted at the cost of starting Wis and Cha.
- Priests' starting Int is boosted.
- Monks' starting Wis is boosted.
- Most roles' starting Pw is boosted so that those who start with spells are generally able to cast them without wielding the spellbook.
- Archeologists start the game with a grappling hook. (They can also advance Flail skill to expert so that they can use it.)
- Monk quest text is heavily revised (this is currently incomplete; most of the nemesis stuff isn't edited yet). This was because it was a carbon copy of the Priest quest text.
- Tourists begin the game with walking shoes (low boots).
- Artifactless conduct: never touch an artifact. (Invocation items and the Amulet don't count; they're unique items not artifacts.)
- Petless conduct: zero tame monsters the whole game. Start with OPTIONS=!pet configured, and never tame a pet at any point.
- If you enter Astral having followed petless conduct up until then, your guardian angel will spawn as usual, but it will be peaceful rather than tame and the conduct will not be broken.
- Never scare an enemy with impunity: never cause a monster to flee by standing on a square that prevents it from attacking you.
- Scrolls of scare monster, Elbereth, and being in a coaligned temple all count as this. To break the conduct, you must actually be next to a hostile monster and it must turn to flee.
- This conduct is not broken in your coaligned temple on the Astral Plane, even if you scare hostiles with it.
- Permanent hallucination: exactly what it sounds like. Enable with OPTIONS=hallucination.
- Permanent deafness: ditto for deafness. Enable with OPTIONS=deaf.
Other gameplay changes
Peaceful displacement: You can now displace peaceful monsters as well as tame. Exceptions to this rule are priests, shopkeepers, the Oracle, and your quest leader. Both peaceful and tame monsters will refuse to be displaced into a bad spot, such as liquid or a trap they can't handle. You can no longer displace pets out of traps (which used to be able to untame them). Monsters that are immobilized (sleeping, paralysis, etc) can never be displaced, but non-immobilized sessile monsters can be displaced 1/6 of the time.
Sentient arising from the dead: Occasionally when you die to vampires, green slimes, mummies, or anything else that would have made you arise from the grave, you turn into that monster but retain your sanity, and continue playing with permanent intrinsic unchanging.
- Green slime: 1/2 chance
- Ghoul: 1/5 chance
- Wraith: 1/6 chance
- Mummy: 1/8 chance
- Vampire: 1/10 chance
FIQHack XP curve: This is an XP curve that keeps the player gaining experience levels through the late game, for a typical playing style of killing lots of monsters. Up until level 10 it's the same as vanilla, and thereafter with triangle numbers: 5000 XP to go from 10 to 11, 6000 from 11 to 12, and so on.
Weapon names for good weapons: A feature ported from NetHack Fourk. Non-cursed weapons that generate with +2 (or +1 rustproof) or better enchantment have a chance of being given a random vaguely macho object name, such as "Monster Slayer" or "[weapon] of Glory". These are not artifacts and have no special qualities; the only thing the name denotes is that this weapon has a good enchantment, which makes it visible to players who might otherwise ignore it. The higher the enchantment, the higher the chance is that the weapon gets a name. Names are never given to weapons that are cursed or below +2.
Polyinit mode: You can begin the game permanently polymorphed into any non-unique, non-player-monster monster (even ones that you can't polymorph into normally, like Archons, but take note that the game is not totally stable if you do). Do this by setting OPTIONS=polyinit:[monster] in your config file. Similar to sentient arising from the dead, this gives you permanent intrinsic unchanging, and you will die when your HP runs out. This is a non-scoring game mode.
Artiwishing/artigifting rebalance: As mentioned above, the odds of you getting a wished artifact are dependent only on the amount of artifact wishes you have previously made. Ditto for artifact gifts. This means that artifacts you create by naming and artifacts you find randomly generated or in bones will not count against you when wishing or getting gifts. However, to compensate for this, the chances of a successful artifact wish are reduced. Your odds of getting an artifact on a wish are , which gives odds of 1, 1/2, 1/3, ... instead of vanilla's 1, 1, 2/3, 2/4, ...
Moldy growths on corpses: Ported from SLASH'EM. Corpses that are old enough to possibly be tainted when eaten may spontaneously go moldy and grow a random F-class monster on them. About 50% of corpses will turn moldy.
- Add Dudley as a ghost name
- Magic lamps can be wished for
- All roles now have a standardized "cutoff level" of 12 for maxHP and maxPw gains.
- Change can of grease material to plastic and color it bright blue
- Change hexagonal wand material to quartz (gemstone)
- Pokemon "rare candy": every time you finish eating a candy bar you have a 1% chance of gaining a level.
- When you drop a container on an altar, you will see colored flashes corresponding to its contents one level deep. This beatitude-identifies all of the contained objects.
- Relaxed object merging rules: objects will merge even when the erosionproofing, beatitude, or enchantment status on one of them is not known (as long as those statuses actually match).
- Lots of new hallucinatory monsters, hallucinatory gods, random engravings, rumors, headstones, and shirt messages.
- Throwing 1 gold piece upwards makes you flip it and get heads or tails.
- Melee combat makes noise: it awakens monsters around the combat in a radius dependent on the attacker's size. For a stealthy player, the radius is reduced but not eliminated.
xNetHack incorporates Tangles' 3.6.1 curses interface patch and can be played with the curses interface, which is generally a large improvement over the default tty interface, especially for large terminals.
Engravings visible on map
Engravings can be seen from a distance, via magic mapping or just looking at the square from across a room or similar. The glyph is a quotation mark, the same as amulets. The color depends on the sort of engraving it is:
- " Dust engraving
- " Scratched/carved engraving (athame, wand of digging). To avoid color conflict, webs are changed to " (white).
- " Burnt engraving
- " Scrawl of blood
- " " " Graffiti
The engraving symbol is implemented as a full tile, including in the default tileset. If you don't like it sharing a glyph with amulets, you can use
OPTIONS=S_engraving:newglyph in your rc file to set it to something else.
Monster and object lookup
Monster lookup is more or less ported directly from FIQHack; object lookup is new. These allow you to use the / (whatis) command to see a bunch of detailed information about the monster or object you're looking up. It is displayed above the encyclopedia entry.
Information for monsters is things like size, speed, attacks, resistances, and intrinsics conferred. Information for objects varies more based on object class, but contains things like weight, base cost, whether it's magical, base AC, and weapon damage.
- Hit the Escape key while grappled or engulfed.
- Rub an identified touchstone on your hand while polyselfed into a glass golem.
- Attempt to apply "-".
- Kill a jabberwock while hallucinating.
- Stumble into a concealed monster while hallucinating.
Walking into liquids and traps
You may not move into a water or lava square unless you either know you are safe (e.g. by levitating or wearing [fireproof] water walking boots) or specifically request it by moving with the 'm' command beforehand. If you have the paranoid_confirmation:swim option set, it will ask for further confirmation. If you answer yes or don't have this option set, you will try to unsafely move onto the liquid. This is intended to prevent "fatfingering" into harmful liquids.
If you have the paranoid_confirmation:trap set, you may not move into a trap square without being prompted for confirmation and affirming that you do want to move there. If you are obviously immune to the effects of the trap (for instance, if you are a fire-resistant monster carrying no burnables trying to move onto a fire trap), you will not be asked to confirm.
Of course, neither of these protections is active if you are stunned or confused.
- Using the open command to target "." (self) is an alias for #loot
- When you ascend with a non-starting alignment, the end-of-game reason is "ascended (in dishonor)"
- The Ranger pantheon changes Mercury (lawful) to Apollo and Venus (neutral) to Diana
- Whenever monsters polymorph in sight of the hero, print a message saying what they turned into
- After sacrificing the Amulet to Moloch, you get flavor text of an invisible choir chanting in Latin and being bathed in darkness
- Correct "Thou cannot escape my wrath, mortal!" to "canst not"
- Priests will give you bitcoins for an ale while hallucinating
- After being crowned, thrones give you the "very comfortable here" message
- Paying exactly 1/10 of your gold to a priest will "pay your tithe"
- The Candelabrum reads (n/7 candles attached) to make explicit that it holds 7 candles
- Gravestone color is now white; this probably doesn't matter for a lot of fonts
- Bones levels now have a level sound: the same "eerie feeling" as in walking into an abandoned temple
- Merge FIQ's getobj patch, which adds - (for hands) and , (for items on the floor or dungeon features) to getobj prompts ("What do you want to [apply/eat/drink/...]?")
- Water walking boots will self-identify if you step onto water or lava with no levitation or flying source and don't fall in. If on lava, their fireproofness will also be identified.
- Branch stairs are recolored to display as < and >.
- On the Ctrl-X status screen, the last turn you prayed is shown.
- Grappling hooks always show up as that; there is no more "iron hook".
- Altars are recolored to display as _ (lawful), _ (neutral), _ (chaotic), _ (unaligned), and _ (high altars).
- Always print a message when the hero sees monsters get created.
- Always print a message when the hero teleports or level teleports.
- You can rub things on your hand.
- You "miss wildly and stumble forwards" when you attack a leprechaun and it dodges. No behavior is changed, just the added message.
- Add the hilite_hidden_stairs patch, which hilites hidden stairs in red. It is an option that defaults to true.
- If you try to apply the Candelabrum without candles, the game tells you how to attach candles.
- Replace the terrible "You feel cold" freezing-out-of-sight-door message with "You hear a deep cracking sound".
- If you have progressed beyond being a beginner, and do something that would break weaponless conduct, you are prompted to confirm whether you really want to.
- If you die while stuck in creature form, your actual killer is given, plus ", while stuck in creature form". Previously, any death while stuck in creature form would ignore your actual killer and just show "killed while stuck in creature form".
- The cursed scroll of remove curse no longer says "You feel like someone is helping you".
- Instead of percentages, the spell menu just shows you how many turns you have left to remember each spell.
- Easter egg for reading a dwarvish ring mail.
- Suppress useless "Unknown command" messages in the dumplog; it will treat it as if those messages had never been printed.
- First encounters with a (visible) boss will print a multiline chunk of flavor text.
Monster recoloration and letter rearrangement
Significant changes (those regarding actual mlet differences):
- Leprechauns are merged into the i class. Lizards are moved from : to l to move them away from punctuation.
- Ghosts are merged into the W class, to move them away from punctuation.
- Zruties are gone, and sea monsters are moved into the z monster class to move them away from punctuation.
- U is now a class for aberrations, and mind flayers and quantum mechanics are moved into it alongside umber hulks.
- Elves are moved into the now-vacant Q monster class (for Quendi).
Other than that, many monsters are recolored so that there are no duplicate monster glyphs. The following is a full table of monster glyph differences:
|MONSTER LETTER CHANGES|
|Monster||Vanilla glyph||xNetHack glyph|
|Master mind flayer||h||U|
|Monster||Vanilla glyph||xNetHack glyph|
|Kobold and variants||k/M/Z||k/M/Z|
|Gnome and variants||G/M/Z||G/M/Z|
|Orc and variants||o/M/Z||o/M/Z|
|Human and variants||@/M/Z||@/M/Z|
|Ettin and variants||H/M/Z||H/M/Z|
|The Wizard of Yendor||@||@|
See the full changelog for architectural changes. These shouldn't impact playing the game at all.