A variant of NetHack that is designed to be a much more challenging experience than the original, drawing inspiration and content from various existing variants along with adding unique and never-before-seen custom content.
Magic chests are a new terrain type. They do not generate randomly, but show up in fixed locations (TBD by K2). They all share the same storage space, so you can put stuff in one chest and take it out of another. They display as a bright purple tool (so, usually '('), but, as a terrain type, cannot be moved. They cannot be locked, but there's no need anyway---monsters will ignore them. They cannot be destroyed and magic will not affect them in any way. Corpses will still rot and eggs will go stale inside them, and contained corpses cannot revive. They can't be wished for in normal play, but you can wish for "magic chest"s in wizmode.
Also, implemented an old-ish 3.7 commit that's been bugging me: movement points weren't carried over from save to restore. It was especially bad in Evilhack since it made tortles/giants always take 2 turns to move when resuming a saved game.
Magic chests! Woohoo!
Magic chests are a new terrain type. They do not generate randomly, but show up in fixed locations (TBD by K2). They all share the same storage space, so you can put stuff in one chest and take it out of another. They display as a bright purple tool (so, usually '('), but, as a terrain type, cannot be moved. They cannot be locked, but there's no need anyway---monsters will ignore them. They cannot be destroyed and magic will not affect them in any way. Corpses will still rot and eggs will go stale inside them, and contained corpses cannot revive. They can't be wished for in normal play, but you can wish for "magic chest"s in wizmode.
Also, implemented an old-ish 3.7 commit that's been bugging me: movement points weren't carried over from save to restore. It was especially bad in Evilhack since it made tortles/giants always take 2 turns to move when resuming a saved game.