## xNetHack 10.0 Changelog This is a major version of xNetHack. It is based directly on xNetHack 9.1, and is a fork off the vanilla NetHack 5.0.0 release and subsequent bugfix development. The most recent upstream NetHack commit incorporated into xNetHack 10.0 is c22b21e. This changelog does not attempt to document upstream changes from the 5.0.0 release and postrelease. See doc/fixes5-0-0.txt and doc/fixes5-0-1.txt for the DevTeam's changes. The xNetHack page at the NetHackWiki, https://nethackwiki.com/wiki/XNetHack, attempts to describe these changes in a way that's better formatted and more friendly to players. However, the wiki page might be out of date; in case of conflicting information, this changelog and others in this directory are more up-to-date than the wiki page, and the commit messages are more up-to-date than this changelog. On top of any changes made by the NetHack DevTeam on 5.0, and any changes made in previous xNetHack versions, xNetHack 10.0 contains the following changes: ### Gameplay changes - The wooden material list is extended to include metal and glass. Launchers cannot be made out of glass, but all other base-wooden items can be. - Cursed weapons are no longer immune to breaking when used to force a lock. - Chests and large boxes can no longer generate made of bone. - Chests and large boxes made of stone no longer have any lock at all. They cannot be locked (but may still be trapped) through magic or mundane means, and they are always easily openable. They no longer display as "unlocked" even when fully identified. - Metal chests' or large boxes' locks cannot be broken open by kicking, and forcing them with a bladed weapon is significantly more likely to result in the weapon breaking. - Weapons have different odds of breaking when used to pry open a chest or large box. - Iron and metal are unchanged from the usual odds. - Mithril is somewhat less likely to break than iron. - Copper is a little worse than iron. - Silver is a little worse than copper. - Gold, wood, plastic, and stone are worse than iron, but not to the point where they will reliably break. - Glass is very likely to break, unless it has been shatterproofed. - Blunt glass weapons have a 5% chance per turn of cracking when being used to smash the lock on a box. If it cracks, you will stop trying to force the lock, but may continue if you wish. - Glass chests and large boxes are referred to as "crystal" and have the following properties: - They are always generated locked. - Randomly generated ones generate 1 additional item in their contents. - The lock is magical and cannot be broken by force or unlocked via mundane means such as a key or lock pick. It requires a locking or unlocking spell or wand. - They are see-through: when you move onto a space containing one of these and no other objects, you will be shown the contents of the container. This doesn't trigger again by walking over it as long as you know the contents, but you can look at the contents again by using the near-look command while standing over it. - Archfiends' chests that may store wands of wishing are always crystal chests. - The chest in the Castle containing the wand of wishing is now a crystal chest 25% of the time, iron 37.5% of the time, and wood 37.5% of the time. - Ordinary soldiers have a 1% chance of generating with a leather drum or cheap flute. Those generated at level creation time in Fort Ludios will never generate with drums. - Randomly generated amulets other than the amulet of reflection now get assigned a material from an amulet-specific list rather than using the same material list as shields of reflection. This list has a more even distribution of possible materials, and also includes gemstone, stone, and bone. - Amulets of reflection still use the shield of reflection material list. - Human Rangers can now be played as Lawful. - Rangers are 4 times as good as other roles at finding pits and spiked pits. - Add the giant scorpion. - It is basically a scaled-up, faster version of the regular scorpion. - Unlike the smaller scorpion, it has a grapple attack. - Regular scorpions can grow up into them. - They appear on the Ranger quest. - They are orange to be distinguishable from regular scorpions. - Allow large s-class monsters (giant spider and giant scorpion) to be saddled and ridden. - Add a new material: hard light, which is a magic construct that is lightweight and fairly strong. - Rename the Longbow of Diana to the Longbow of Orion. - Add a new object: arrow of light. It is a weightless arrow made of hard light that deals exceptionally high damage but disintegrates after hitting something or falling to the floor. Monsters it kills in one shot will leave no corpse, and monsters it fails to kill will be blinded and stunned. - The arrow of light deals half its normal damage if you are not a Ranger who has killed Scorpius. - The Longbow of Orion's invoke effect now creates arrows of light, granting either 3 of them, or if that would make there be more than 5 arrows of light in the game, as many as can be created to bring the total to 5. - If you are not a Ranger, only one arrow of light will be created. - If there are already 5 in the game, it creates ordinary arrows enchanted equal to the Longbow's enchantment. - These ordinary arrows will be elven arrows if you are an elf and orcish arrows if you are an orc. - Orion is replaced as the Ranger quest leader with Cedalion, his lieutenant and guide. - Wielding the Longbow of Orion puts a floor on the amount of multishot you get from arrows fired from it. This floor is 1 (no multishot) if you wouldn't be able to multishoot with it, or 2 if you can only shoot a maximum of 2 arrows, but otherwise it's 3. - The Ranger quest has received an overhaul: - The home level is lightly redesigned (from when it was redone in xNetHack 3.0); monsters will no longer spawn in the sacred grove. - The upper filler level is no longer a cavern fill with trees as the background but is still somewhat similar, consisting of randomized trails through a forest leading into one of two caves. - The story has not been severely changed, but more closely tracks the mythological conflict between Orion and Scorpius. The largest change is that Orion is already dead and the mission is one of vengeance. - You receive the Longbow of Orion from Cedalion as soon as you get assigned the quest. However, it will not create arrows of light until Scorpius is killed, though it can still create normal arrows and its passive extrinsics still apply. - Scorpions and other s-class monsters generate more frequently on the quest, with centaurs generating less frequently. - The wumpus on the locate level is much stronger than ordinary wumpuses. It has much more HP, is significantly faster, and its bite does a huge amount of damage, enough to kill most characters. - The locate level is changed to be more cave-like and less artificial-feeling while still being a series of 20 chambers arranged like the vertices of a dodecahedron. - Passages between the chambers are now corridor terrain rather than room terrain. - The upstairs and downstairs cavern are now randomized instead of fixed. - The wumpus is waiting on the downstairs rather than being asleep. - The two random "bottomless pit" chambers are open air terrain. Falling into these is an instadeath. (The spiked pit traps are removed to avoid confusion.) - The centaurs spawn in two groups in random chambers rather than being spread out. - The lower filler level(s) are similar to the upper one, but the map is dark with some random clouds, there is no cave, and there are many more scorpions than centaurs. - The goal level is another forest traverse, but with more fog and a river. Scorpius, a few centaurs, and a lot of scorpions inhabit a clearing across the river. - Scorpius is buffed: - He has a higher base level, giving him more HP. - His AC is now 0 instead of 10, in line with most other nemeses. - His base MR is now 50. - He is faster at speed 18 instead of 12. - One of his claw attacks is now a grabbing attack. - He is now huge, though his attacks do *not* cause knockback. - If he stings you a second time while you are already ill and you have intrinsic poison resistance, you will lose that intrinsic. - When below half health, he can summon scorpions and giant scorpions. - On the other hand, he will no longer covetous warp. - All levels of the quest have barren trees that contain no fruit or bees. - Large dogs have a one-way grudge against Scorpius, so you can use Sirius to help attack him. - Ice devils and cold traps no longer strip temporary cold resistance. - Rangers have an 80% chance of escaping traps they created rather than the standard 20% chance. - Most trees on the Archeologist and Monk quests can no longer produce fruit or bees. There are several trees on both start levels that still can, though. - When you walk into a peaceful invisible creature you weren't aware of, it does not get angry. - Dark Speech can no longer have no effect; if it tries to blind you and you are already blinded, it will fall through to trying to strip an intrinsic; if no intrinsic gets removed, it will fall through to the general damage-dealing, confusing, and stunning effect. - Iron objects generate as metal (which is not harmful to elves) 6% of the time. - The FIQHack-inspired energy regeneration formula is reset to NetHack 5.0's formula. - Wizards once again start with a random wand, two random rings, three random potions and scrolls, and one random spellbook in addition to their force bolt spellbook, the same as in NetHack 5.0. They no longer start with a guaranteed magic missile book and extra random spellbook. ### Interface changes - If you know the beatitude of a horn of plenty or tinning kit, you will automatically know the beatitude of the food items they produce. - Non-cursed charging methods identify the charge count on the item they charged. - Copper items are now colored orange, to better distinguish them from gold items. - The Amulet of Yendor (and fakes) are colored bright magenta. - An extended achievement (which does not correspond to any bits in the xlogfile achieve field) is awarded for solving the Wizard's Puzzle, which is encoded in achieveX as "solved_wiz_puzzle". - Monster lookup shows whether or not a monster can be saddled. - Trees that are incapable of summoning a swarm of bees will not produce a "low buzzing" when kicked. ### Architectural changes - Add a make_spanning_tree function in the Lua nhlib file, which constructs a general spanning tree from a given unweighted graph. - Change the semantics of the "arboreal" level flag. - Instead of meaning "rock should appear and behave as trees", it now means "trees should not contain fruit or bees by default". - It is still possible for a level designer to create individual trees that do contain fruit or bees on an arboreal level by using des.terrain. - Add a makemon flag MM_NOITEM which suppresses the creation of a random item for a snake or scorpion to hide underneath.