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.
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
Elbereth removed
Barbarians can reach expert in Broadsword and Trident
Merged in the Convict patch.
Knights can reach expert in polearms but only basic in two-weapon fighting.
Monks recive extra AC if they aren't wearing body armor. Dependent on dexterity, wisdom, and level.
Priests get special treatment w/ regards to artifacts
Priests and Knights can expend 30 energy to turn undead in 1 turn instead of 5 turns.
Samurai can reach skilled in polearms, and gain a +1 skill-level bonus when using naginatas (glaives)
Samurai, Archeologist, and Knight special alignment penalties made harsher.
Tourist quest monsters revised to better reflect Ank-Morpork
Valks can reach expert in spear but only skilled in longsword
Valks start with a +1 spear instead of a +1 longsword (as in Slash'em).
Valks start with leather armor and +1 small shields
Gnomes begin with Gnomish hats and a small pile of tallow candles
Ability Score drop via abuse can no longer be cured with unicorn horns.
Changed how gaining intrinsic resistances from food works
"Fixed" a few dietary violations of common sense, so watch what you eat!
Tweaked skills slightly
(...)
Changes to Existing Items
Tweaked armor
Crystal plate mail is very heavy but allows extremely low AC. It is MC2, can be enchanted to +14, and enchants at twice the normal rate.
Plate mails of other varieties give MC3 and low AC. All plate mails can be enchanted to +7.
Robes are MC2.
Mithril is very light.
Dragon scale mail:
Dexterity contributes to AC. Dex bonuses are not cumulative with body armor base AC, but penalties are.
Tweaked tools
Some items get special bonuses based on appearance
Engagement ring blocks seduction attacks while worn.
Iron Boots reduce being pushed around by currents underwater. They're heavy.
Combat boots grant extra AC and attack
Mud boots make you more resistant to wrap attacks
Hiking boots grant a small carrying cap bonus
Buckled boots resist being sucked off by... well, monsters which can suck off boots.
Jungle boots prevent many types of leg injury
old gloves can't be eroded
padded gloves +1 ac
fencing gloves +2 attack with one handed weapon and no shield
(...Dungeons and Extra- Terrestrial hack)
Changes to Existing Monsters
Trappers changed color, to brown t
Vampire bats are now gray. Ravens are still black.
Master liches are now orange, and arch-liches are bright magenta.
Removed Keystone Kops
Nurse behavior altered. Hostile nurses will heal enemies. Tame nurses will heal you.
(...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.
Makes QA a dependable source of extrinsics, deepening differences between classes.
Foo-Bane artifacts are better (don't need to be enchanted to be effective), and can be wielded in the off-hand behind a second artifact.
(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:
Most new monster attacks are coded solely for monster vs. player, not monster vs. monster or player vs. monster.
Many things that should have database entries don't.
I hang around on rec.games.roguelikes.nethack