## xNetHack 2.0 Changelog This is the first major update version of xNetHack. It is a fork off of the vanilla NetHack 3.6.1 release, and is also based directly on xNetHack 1.0. See doc/fixes36.1 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 However, it might be out of date; in case of conflicting information, this changelog and others in this folder are more up-to-date than the wiki page, and the commit messages are more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 3.6.1, and any changes made in previous xNetHack versions, xNetHack 2.0 contains the following changes: ### Gameplay Changes - The object materials patch has been ported (mostly from GruntHack): - Objects may now generate being made of a material that isn't their base type. Affected objects are armor, weapons, weapon-tools, boxes, a few mundane tools, and amulets. All other objects remain the same. - This affects their weight, price, AC (for armor), and special effects, such as silver affecting demons. - Material-specific variants of objects such as silver daggers are all, one way or another, removed: - Sometimes only the names are changed (e.g. leather armor is now "light armor", iron skull cap is now "skull cap"). - Sometimes the object is removed entirely (e.g. there's no point in silver daggers being a distinct item anymore). - In a few cases the object is replaced with another object (e.g. mithril coats become racial ring mails). - Artifacts always have one specific material. This is the same as the base item for all artifacts except for Sunsword (gold), Werebane (silver), Grayswandir (silver), and the Platinum Yendorian Express Card (platinum). - Materials are not wishable except in wizard mode. - Items in the hero's initial inventory are always their standard material. - Golems can drop items made of their material in addition to their standard drops. - Glass items always break when thrown, and glass weapons break 1/6 of the time when used in melee. Glass armor, if it is randomly targeted by an attack, will break 1/6 of the time. - Erodeproofing glass items by any of the normal methods shatterproofs it. Shatterproof glass items can be wished for outside of wizard mode, but only for items which are usually made of glass, such as crystal plate mails. (In wizard mode, you may wish for shatterproof not-usually-glass items.) - Hobbits' elven ring mails are always mithril. - Weapons may get damage bonuses or penalties based on their material; for instance, sharp glass weapons do +3 damage, and gold blunt weapons do +2 damage. - Mithril body armor always grants at least MC 2, even if its base item type doesn't normally grant that much. - Leprechauns will steal any item made of gold. - Nymphs and foocubi will introduce themselves (giving them a name) if they do not already have a name, when they initiate their charm or seduction attacks. - Permanent hallucination mode: enable it with OPTIONS=hallucination in config. This is unbreakable unless you wield Grayswandir. It is counted as a conduct. - Permanent deafness mode: enable it with OPTIONS=deaf in config. It is counted as a conduct. - Throwing a single gold piece upwards makes you flip it and get heads or tails. - Room-and-corridor level rooms have a 2/5 chance to generate items instead of a 1/3 chance. - Peaceful or tame monsters that are sleeping, paralyzed, or otherwise immobilized can never be displaced. Sessile monsters can be displaced 1/6 of the time. - Decrease chance of secret passages generating: they never generate on the first four levels; on deeper levels, whenever a secret passage might have been generated with its 1% chance, it instead uses a 1 in (level-4 / 2000) chance. - Each barracks in the castle may open into either the courtyard or the throne room with equal probability. These doors are no longer locked. - Worm teeth are made of bone rather than "mysterious" material 0. - Teleportation onto the Vibrating Square is now allowed. - You can only rub things if you are in a form with hands. - When metallivores eat metal from the ground, assuming it has no special effects on them, there is a 6/7 chance the metal goes into their inventory rather than vanishing. - Orcish Town now contains all the gear that the shopkeepers, watchmen, and priest would have carried, as well as all the shop loot from the destroyed shops, scattered around. - The Astral Plane now contains six random A-class monsters instead of three random V and three random L. This may generate Archons, so beware! - Hitting things with Mjollnir now wakes monsters around the monster it hit. - Mjollnir can now be invoked for a powerful lightning bolt. - Port FIQHack's XP curve; this primarily means that a character who continuously kills monsters will keep leveling up through the later game. - Port Fourk's random psuedo-artifact weapon names for random non-artifact but very good (highly enchanted, erodeproof, or both) weapons. - Downgrade the electric eel in the Gnomish Sewer to a regular giant eel. - Add "gourmet" as a random tin preparation method, giving 350 nutrition. ### Interface changes - Lots of new hallucinatory monsters, engravings, shirts, headstones, and rumors. Also more hallucinatory gods. - Add the curses interface (OPTIONS=windowtype:curses). And there was much rejoicing. - A message is always printed when monsters are created and the hero is aware of them (taking the general form of "foo appear[s] from nowhere!"). - A message is always printed when the hero teleports or level teleports. - The shopkeeper sell prompt defaults to No instead of Yes, so hitting Enter or Space won't sell an item. - You get a YAFM when you attempt to apply "-". - You can now rub stones on your hand. Currently the only use for this is a YAFM when you are polyselfed into a glass golem and rub an identified touchstone on your hand. - Some golem colors are modified so they can be better distinguished. Straw golems are bright blue, rope are black, clay are orange, glass are bright cyan. - When a leprechaun dodges your attack, make this clear: "You miss wildly and stumble forwards." Ported from FIQHack. - Add the hilite_hidden_stairs patch from 343-nao, hilighting stairs obscured by objects with a red background. This option defaults to true. - You can read the label on C- and K-rations. - Candelabrum gives a helpful tip if you try to apply it with no candles. - Replace the awful "You feel cold" message for freezing an out of sight door with "a deep cracking sound". - Add YAFM for killing a jabberwock while hallucinating. ### Architectural changes - Refactor xlogfile bitfields. Blind and nudist are moved to conducts. The exact number of bones files generated now has a whole byte to itself, in the flags field. - Add whereis patch. Every time the hero changes levels, a whereis file is updated with some information about them. - Refactor create_critters() and bagotricks() logic so that the latter can call the former. - Add a new monster status "dead" to the level parser, which makes the monster instantly die (without a message or any in-game effect) when the level is loaded. The point is so that special levels can generate realistic items that the monster would have been carrying without having to specify and reimplement the logic for that. - In wizard mode, you can now opt to override an artifact ignoring you because it's tired. - In the tty windowport, a specific background color can now be used.