Chris-plus-alphanumericgibberish / dnethack

A variant of nethack 3.4.3
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This repository has been moved.

For future updates, please see the dNAO repository - that is a merge of the dNetHack sources onto the NAO 3.4.3 sources, and the currently maintained version of the game. dNetHack the variant is not abandoned (currently working on 3.23.1 in Aug 2024!), but this repository itself will not be updated.


dNetHack

A variant of nethack 3.4.3

In addition to my original stuff, there is a whole mess of code that was appropriated from other nethack mods; Slash'em, L, Malcolm Ryan, James, Patric Muller, Pasi Kallinen, Nephi, Bulwersator, Karl Garrison, probably others (wasn't always good about documenting who's code I was stealing...). New tiles for windowed mode are based mostly on existing nethack tiles and tiles from SLASH'EM. The tile indicating giant turtles was adapted from Legend of Zelda, a Link to the Past. The Chokhmah Sephirah is based on the Recoudut, an epic inevitable posted to some message board by someone, years ago, somewhere out there on the internet. That original source has long since vanished. The other Keter Sephiroth are based on the DnD inevitables.

Implemented YANI's from rec.games.roguelike.nethack and the nethack wiki, including several of Jonadab the Unsightly One's suggestions.

dNethack does three main things: it greatly increases the number of artifacts, implements new monsters, and re-organizes and expands the dungeon. A few changes have also been made to existing classes and items. Most new artifacts have custom effects and/or invocations. Most new monsters have code support beyond simply an entry in the monster list. Dungeon changes include: multi-level alignment 'quest' branches, additional side branches off the main dungeon, shortened gehennom, demon lairs randomly drawn from a small pool, fewer straight-up maze levels. Characters of any alignment may enter any alignment 'quest.' To complete the game, you must explore one quest thoroughly or multiple quests partially. Quests may be entered at any time, and start easy, although the difficulty quickly increases beyond what a beginning character can handle.

Overall, dnethack is more difficult than vanilla nethack, as there are more ways to get into trouble as a late-game character, and several ways to go from ascension-ready character to tombstone in just a few rounds. The design goal is for all such threats to be counterable, so that the late game is more difficult and dangerous but not randomly lethal.

(...Two major sources of inspiration: Dungeons and Dragons (DnD) and Cthulhu Mythos)


Player Character Changes

(...)


Changes to Existing Items

Tweaked armor

Tweaked tools

Some items get special bonuses based on appearance

(...Dungeons and Extra- Terrestrial hack)


Changes to Existing Monsters

(...DnEThack. dnethack.)


Changes to Existing Artifacts

BANNED wishing for quest artifacts

Only your quest Nemeses will deliberately steal your quest artifact, other monsters may steal the amulet and invocation items. The quest artifact may of course be randomly stolen by nymphs and the like.

(ha. ha.)


Known Bugs

Improved AI patch seems to sometimes cause monsters to switch back and forth between ranged and melee weapons if you are 1 square away.

SPFX_RAM: if the thrown target goes over a land mine and is killed, it gives an error message?

Messed up some compile-time options. The game will not compile without TOURIST set, probably others.

Memmory draining attacks will attempt to remove the memmory of objects or levels that the character doesn't know. This seems to be harmless. As such I have commented out the error message.

Not bugs so much as incomplete features:

I hang around on rec.games.roguelikes.nethack