+------------------------------------------------------------------------+ | SLAMFAQ.TXT | +------------------------------------------------------------------------+ | SLASH'EM ver 0.0.7 | | Super Lotsa Added Stuff Hack - Extended Magic | | A Nethack Variant | | Courtesy of the Slash'EM development team with the efforts and support | | of countless others, especially the slashem-devel mailing list. | | (1997-2003)| +------------------------------------------------------------------------+ | Nethack is Copyright 1985-2003 | | By Stichting Mathematisch Centrum and M. Stephenson. | | SLASH'EM and NetHack may be freely redistributed. | | See license for details. | +------------------------------------------------------------------------+ Contents -------- Q. What is SLASH'EM Q. What is SLASH? Q. What is the Wizard Patch? Q. What are the new commands? Q. Where did feature xxx come from? Q. What is SLASH'EM ------------------------ At its very heart and core, it's still good ol' vanilla Nethack, by the illustrious DevTeam (http://www.nethack.org/). The code base from which this was started is SuperLotsaAddedStuffHack (SLASH) 4.1.2E8, ported by Enrico Horn. He took the old SLASH V6 (a variant for Nethack 3.1.3) code by Tom Proudfoot, and ported it to use the Nethack 3.2.2 code. SLASH was probably the most popular variant of Nethack. On top of this is added the Wizard Patch 0.7 by Larry Stewart-Zerba and Warwick Allison (also known for the Qt Nethack port). Enriched with additional tiles by Dirk Schönberger. Knead in Kevin Hugo's Balance Patch. Add half a pound of bugfixes, new spells, tweaked/new special abilities and features as they came to Warren Cheung. Finally, factor in several years worth of development by the Slash'EM dev-team. Q. What is SLASH? ---------------------- SLASH originally by Tom Proudfoot SLASH 4.1.2E8 by Enrico Horn SLASH is Super-Lotso-Added-Stuff-Hack. Pretty much, it's Nethack with more spells, monsters, artifacts, character classes and other added features. Originally by Tom Proudfoot. See Ali's source archive for more details: http://avrc.city.ac.uk/nethack/source.html Q. What is the Wizard Patch? --------------------------------- Wizard Patch 1.0 by Larry Stewart-Zerba and Warwick Allison. The Wizard Patch took the skills system in Nethack 3.2.2 and extended it to include spellcasting abilities. It also added some spells. As a note, Warren chose not to include the decreased power regeneration code. Q. What are the new commands? ---------------------------------- Please consult the guidebook, a copy of which should be included with all distributions. Q. Where did feature xxx come from? ---------------------------------------- Many of the changes from vanilla NetHack are the result of continuing development and improvement of Slash'EM but many others date back to earlier variants and patches. Here is the original documentation of the various bits that went into the original creation of Slash'EM. From SLASHV6 ------------ (Quoted directly from a news post by Tom Proudfoot) The changes from Nethack Plus, except for: * you _can_ wish for artifacts, except there is a chance it doesn't work * the hit point regeneration is completely changed, and is now based on your Con and Max Hp. A side affect of this is a ring/amulet of regeneration is not so easily identified, because it doubles your healing rate, and that may or may not be 1 point/turn. * the magic-weapon-to-hit-a-monster thing is still in there, but significantly toned down * the Doppelganger no longer prompts you "want to change (y/n)?" every couple of dozen turns. This drove me up the wall! If you want to polymorph, use alt-Y and 10 energy. * Warning is now actually useful, instead of annoying. -shopkeepers have extra services -class specials -new character classes About 150 new monsters. Some of the more, um, interesting ones: * rot worm -- Causes sickness, and is a low level monster. Fortunately, it's kinda slow. Unfortunately, it hides under things. * rhambusun -- Has a paralyzation gaze (lasts for only a couple of turns) * pyrolisk -- Has a fire-damage gaze * green slime -- Touch causes you to slowly turn into slime unless you burn it away. The grand ol' list: a: snow ant, yellow jacket, tsetse fly, giant wasp, black wasp, army ant, spitting beetle, assassin bug, killer beetle b: jiggling blob, lava blob, crackling blob, burbling blob c: chickatrice, pyrolisk d: dingo, fox, coyote, pit bull, rabid wolf, hyena, wolverine, shadow wolf, mist wolf, death dog e: glowing eye, flaming sphere, shocking sphere, bloodshot eye, blinking eye, beholder, gas spore f: lynx, panther, werepanther, weretiger, sabre-toothed cat, displacer beast, hellcat, caterwaul, kamadan g: galltrit, jermlaine h: dwarf thief, duergar, master mind flayer, gnoll i: dretch, rutterkin, nupperibo, blood imp, larva j: red jelly, orange jelly, black jelly k: swamp kobold, rock kobold, kobold wizard, kobold warrior, Kroo l: leprechaun wizard, brownie, quickling, pixie n: Aphrodite o: orc, war orc, great orc, Grund, snow orc, demon orc p: glass piercer, roper q: scramper, squealer, mangler, mastodon, Jumbo, juggernaut, catoblepas r: rabbit, black rat, pack rat, rabid rabbit, hellrat, the Rat King s: centipede, recluse spider, barking spider, nickelpede, giant scorpion, Girtab, Shelob, werespider, carrion crawler, phase spider u: nightmare w: maggot, dung worm, acid worm, tunnel worm, rot worm, bloodworm x: arc bug, spark bug, lightning bug y: red light, blue light A: Solar B: rhumbat, athol, hellbat, mongbat, mobat, harpy D: shimmering dragon, silver dragon, wyvern, hydra F: disgusting mold, black mold G: gnome thief, deep gnome, gnome warrior, Ruggo H: storm giant, the Largest Giant I: sneaker, squeaker J: vorpal jabberwock L: arch-lich, Vecna M: troll mummy O: ogre mage, shadow ogre P: moldy pudding, green slime S: king cobra, weresnake, asphynx T: black troll, two-headed troll U: water hulk V: vampire mage W: wight Y: monkey Z: ghoul, ghast ': gargoyle @: mugger, thief, character classes (at all different levels), jackalwere, gibberling, grimlock, drow : shadow &: efreeti, dao, marid ;: shark, giant crab :: gila monster, salamander, rhaumbusun, basilisk, komodo dragon There are new spells for the monsters to cast, and they will use a lot of the new items, so be careful of the original monsters as well! I tried to color the new monsters appropriately, and colored people according to their clothing. There are some duplicated colors, now, though, so be careful. The characters are colored now, according to their preferred dress, so the Tourist is purple, Elf green, Rogue black, Wizard blue, and so on. Call me stupid, but this helps remind me which class I am, since I die so often... Pets only pick up 5 gold pieces out of a pile, and won't pick up a whole bunch of arrows. New terrain types: graves (you can 'r'ead the headstone, or dig it up) toilets (um, you can sit, kick, drink, all sorts of stuff) New artifacts, like the Eye/Hand of Vecna. I wouldn't use either one of these too often, if I were you. There's also Mirrorbright the silver shield, Whisperfeet the speed boots, and Deluder the displacement cloak. Also, a bunch of weapons, which I don't remember too well. Buncha special levels, like the Rat King level, the Kobold King level, Orc level, Giant level, spider level, etc. Some are side-dungeons, others aren't. New rooms, like a Real Zoo (with zoo-like monsters), Leprechaun Throne Room, Giant Throne Room, and stuff like that. Buncha items. I remember these: armor: silver dragon scale mail (reflection) shimmering dragon scale mail (displacement) gauntlets of swimming cloak of poisonousness (don't wear this) lab coat (poison res) asbestos jacket, fire helmet (left over from my Fireman class) kicking boots amulets: regeneration conflict polymorph rings: free action (no paralyzing! cool item!) gain Con/Dex/Wis/Int sleeping potions: full healing invulnerability (for a few turns, anyway) polymorph clairvoyance ESP fire resistance wands: healing fear extra healing create horde (don't use this, unless you're studly) fireball (fortunately, monsters won't zap this one because I couldn't get it to work right) I feel like an idiot. There are certainly more items than these, but I can't remember them. Oh well. Good luck, and try not to get killed by a horde of snow orcs! From the Wizard Patch: (Copied from the Wizard Patch Homepage) -------------------------------------------------------------- * Wizard Patch 0.7 o A read of a spellbook now lasts 5000 turns o A spellbook can now only be read 3 times. o Spell Energy (mana) regeneration has been lowered. o Minor bug fix with spell damage. o Added ifdefs for debugging code. o A binary with Qt NetHack is available on Warwick's home page. * Wizard Patch 0.4 o Wizard's starting weapon is now blessed +1 quarterstaff. o Added spell hit bonus and spell damage bonus, similar to weapon hit and damage bonuses. o Skill gained in a spell class is now based on the level of the spell. o Some minor bug fixes. * Wizard Patch 0.3.1 o The percent success of casting a spell is now based heavily on your skill level, and the level of a spellbook. * Wizard Patch 0.3 o Protection spell added. o Jump spell added. o Minor bug fixes. * Wizard Patch 0.2 o Spell casting now has skills and slots (like weapon skills) o Spell Skill advancement uses nethack 3.2.1 advancement menus. o See below for table of classes, starting and maximum skill level. * Wizard Patch 0.1 the start of it all. Nethack Plus ------------ (from the spoiler file included with the source) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SEMI-SPOILER FILE FOR NETHACK PLUS Source & Spoiler by: Stephen White (swhite@cs.mun.ca) Release Date: 06/27/94 Release Version: 1.0 This file contains information on the following topics: (1) CLASSES: Abilities, Intrinsics and Maximum Stats. (2) OBJECTS: New items list. (3) SHOPS: List of "Special Services" and info on Shopkeepers. (4) ARTIFACTS: List of new artifacts and info on how to get them. (5) GENERAL: Anything not covered above. (6) SPECIAL NOTES: Discalmers and information on Patches and Bugs -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SECTION 1: CLASSES -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A lot of the classes (new and old) have special abilites as of now, I'll list as many as I can remember: "A" -> Heheh ... when wielding you bullwhip try walking over a trapdoor some time :) That fedora you are wearing .. there's something special about it ... see if you can find out (Hint: Watch your stats) "B" -> This already is a very powerful class! However, you now get the ability to eat rotted corpses with no ill effect. (Note: You are NOT immune to sickness, you can just eat ANYTHING!) "C" -> Nothing too special, JUST infravision! (You'll know what I mean next time you play. "D" -> Well, the ability to polymorph with out risk of level change or system shock is good enough, in addition you get the ability to polymorph at will (costs 10 energy) at level 6. "E" -> Pretty standard really, High Dexterity and Infravision. "F" -> Ability to polymorph into a baby red dragon gained at level 7, at level 15 you can poly into a full red dragon. Baby dragon costs 25 mana, full costs 50. If you wear red dragon scale mail you can polymorph into a full red dragon at level 7 and above for a cost of 35 energy. "H" -> Spell casting suffers if a shield or body armor is worn. "I" -> See "F" except it's a white dragon. "K" -> Can get Excalibur via dipping a long sword into a fountain. (All other lawful classes have a MUCH lower chanch) "L" -> Hehe .. is EVIL! Can eat humans without penelty (actually, it's GOOD to eat them :), ability to poly into a werewolf at level 3. Is immune to other forms of Lycanropy and doesn't randomly change, you must use the CTRL-Y command (costs 10 energy to transform into/out of werewolf form) "M" -> Definatly has the most benifits (and hinderances :). You do 1d3 / 5 levels + 1 / level until 20 damage when not using any weapon (ie, you bare hands), -1 Ac per 2 levels and a chanch of stuning or seriously maiming an opponent with bare hand attacks. Can hit monsters hit only by + level/4 weapons. Hinderances, can not wear body armor or a shield (well, you CAN but it's not recomended ... you bonuses are severly diminished) may not eat ANYTHING he kills, if he uses any form of weapon, he suffers a -4 hit and -2 damage (and gets no bonus) "P" -> What can I say? Their good enough as is :) "R" -> MUCH better chanch of successfully Stealing gold form someone. It's a good idea to wear light (or no) armor while doing so. "S" -> No change. "T" -> Couldn't think of anything ... "V" -> Their good enough already! "W" -> Best spellcasters in the game! See Healer armor restrictions on spell casting. As you may have noticed if you have played the game, the usual stat maximums of 18 have been altered for some classes allowing them to go as high as 21 in one case and as low as 7 in another. Here is a chart containing the information for each class. CLASS: STR: INT: WIS: DEX: CON: CHR: NOTE: Some classes may have "A" 18 19 18 19 17 19 higher maximum averages "B" 20 12 16 18 20 10 than others. This is "C" 20 14 16 18 20 15 done to reduce the power "D" 18/** 18 18 18 18 18 of really powerful "E" 18/50 19 16 21 13 19 classes (Like Barbarian) "F" 15/50 19 17 19 16 18 and to increase weak "H" 14 19 19 19 19 18 ones (Like Healer) "I" 18/50 19 17 19 16 18 "K" 19 17 19 13 18 19 Also, minimum for all classes "L" 20 20 18 18 20 7 are 3 for each stat. "M" 10 20 20 18 20 18 "P" 18/** 17 20 15 18 18 "R" 18/** 17 17 20 17 16 "S" 19 15 15 20 19 15 "T" 18/50 19 19 15 18 19 "V" 20 12 17 16 20 16 "W" 12 20 20 19 16 18 Finally, Intrinsics. Well, their self explanitory so here's the list. CLASS: LEVEL: INTRINSIC GAINED: "A" 1 Stealth 1 Fast 5 See Invisible 10 Searching "B" 1 Poison Resistance 4 Stealth 7 Fast "C" 7 Fast 15 Warning "D" 1 Polymorph 9 Polymorph Control "E" 1 Sleep Resistance 1 See Invisible 1 Searching 7 Fast "F" 1 Fire Resistance 7 Shock Resistance 13 Cold Resistance "H" 1 Poison Resistance 15 Warning "I" 1 Cold Resistance 7 Shock Resistance 13 Fire Resistance "K" 7 Fast "L" 1 Poison Resistance 7 Fast 13 Sleep Resistance "M" 1 Fast 1 Sleep Resistance 1 See Invisible 3 Poison Resistance 5 Stealth 7 Warning 9 Searching 11 Fire Resistance 13 Cold Resistance 15 Shock Resistance 17 Teleport Control "P" 1 Shock Resistance 15 Warning 20 Fire Resistance "R" 1 Stealth 10 Searching "S" 1 Fast 15 Stealth "T" 10 Searching 20 Poison Resistance "V" 1 Cold Resistance 1 Stealth 7 Fast "W" 15 Warning 17 Teleport Control -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SECTION 2: OBJECTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A list of new items: WEAPONS: silver dagger ------. silver short sword | silver long sword |- Pretty standard really, just new silver weapons. silver mace | silver spear ------' heavy hammer (This one is special, like the runesword ... just for Mjollnir) ARMOR: robe (Yup, just a robe. Wizards can wear this and cast spells) robe of protection (Gives Protection and same AC bonus as Cloak of Prot.) robe of power (Makes spellcasting easier for all classes) robe of weakness (Hehe ... Nasty one :) RINGS: gain constitution (As per ring of gain strength ... only for constitution) TOOLS: magic candle (Doesn't give a wish, but gives infinite light) orb of enchantment (REALLY powerful and rare, enchants weapons. 2-5 charges) orb of charging (Charges things, but can't be charged :) orb of destruction (I'm not going to tell you, Ha!) SPELLBOOKS: resist poison (Temperary imunity to poison) resist sleep (Temperary imunity to sleep) endure heat (Temperary imunity to fire) endure cold (Temperary imunity to cold) insolate (Temperary imunity to electricity) enlighten (As per potion of enlightenment) enchant weapon (Rarely works, and cost A LOT of energy, but sometimes...) enchant armor (Rarely works, and cost A LOT of energy, but sometimes...) WANDS: enlightenment (As per potion of enlightenment) STONES: stone of health (Lets you naturally heal at a faster rate) stone of rotting (Lets you naturally heal at a slower rate) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SECTION 3: SHOPS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Shops and Shopkeepers: SPECIAL SERVICES: All shops now have "Special Services" avaliable to the kind player who may want to purchase them. I will only give a list of them so you know they are there, I want to leave the actual discovery of them to you :) For starters, to "activate" them simply try to pay for something when you owe nothing (in case you wondering, this is done so you just don't pick up everything in the shop and identify it BEFORE paying for it :) Services: (Varies with shop) Identify, Rustproofing/Enchant Weapons, Rustproofing/Enchant Armor, Charge Wand/Ring/Tool, Poison Weapons, Remove Curse, Apprase (This doesn't work very well) PLEASE NOTE: I didn't write this code, but I can not find the name of person who did anywhere in the source he gave me (It's been about 6 months since I talked to him and I lost his address when my systems mail was purged). However, I have done MAJOR revisions to it in my source to help balance this version, so please refere all question and comments to me. SHOPKEEPERS: A brief note on shopkeepers, they are CONSIDERABLY more powerful now. This was done because of possable shopkeeper abuse due to the "Special Services" they provide. You will now find it nearly impossable to kill these buggers, they are now level 24 rather then level 10, have an 4 attacks per round, are very fast AND immune to sleep, poison and death rays (Ha!) If you can kill one now, you TRULY deserve the abuse you can extract from them :) This power enhancement is also done to ensure fewer pets can kill shopkeeper by themselves. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SECTION 4: ARTIFACTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- New Artifacts: WEAPONS: Serpants Tongue: TYPE: Dagger ALIGN: Chaotic CLASS: Rogue Doomblade: TYPE: Orcish Short Sword ALIGN: Chaotic CLASS: Lycanthrope Elfslayer: TYPE: Orcish Spear ALIGN: Chaotic CLASS: None Disrupter: TYPE: Mace ALIGN: Neutral CLASS: Priest Luckblade: TYPE: Short Sword ALIGN: Neutral CLASS: Tourist Giantkiller: TYPE: Dwarvish Mattock ALIGN: Neutral CLASS: None Skullcrusher TYPE: Club ALIGN: Lawful CLASS: Cave Man Quick Blade TYPE: Elven Short Sword ALIGN: Lawful CLASS: Elf Fire Dagger TYPE: Dagger ALIGN: Lawful CLASS: Healer Holy Sword TYPE: Long Sword ALIGN: Lawful CLASS: None ARMOR: Gauntlets of TYPE: Gauntlets of Dex. ALIGN: Neutral CLASS: Monk Defense QUEST: Medallion of Shifters (Doppelgangers) Candle of Ever Burning (Flame Mage) Storm Whistle (Ice mage) Staff of Withering (Lycanthrope) The Mantle of Knowledge (Monk) Sacrificing for artifacts: This are has been changed to make it harder to obtain artifacts through sacrifice. My reasoning for this is all the people who say "Aww ... Dragonbane! Thats junk! I'll throw that away and wait for something better" or "Hmm ... Magicbane is good for a Wizard, but I'd rather have Mjollnir" Now if you get an artifact, be happy! I mean, think about it ... to get something SO powerful from just sacrificing a newt on level 2 is crazy! The gods don't have an infinite supply of artifacts to throw around, if you are good enough to get one you deserve it but you HAVE to be GOOD enough There's only one Mjollnir, only the mightiest will get it! Ok, here's how it works: If you make a sacrifice and it qualifies to give you an artifact as it used to (ie. high luck, high align) you get 1 point. If that sacrifice just converted an altar, you get 5 points. The same applies to sacrificing a unicorn of an opposing color. You then have a chanch, based on the number of points you have obtained and the number of artifacts in the game, of being granted an artifact. A number from 1 to 100 + 25 per artifact in existance, (ie. no artifacts -> 1 to 100, 1 artifact -> 26 - 125, etc) is compared to your points. If your number is higher than the number picked, you get an artifact! Now, this may seem like a good deal _BUT_ it has a few drawbacks. If you piss your god off, your points are reset to 0. (This of course includes changing alignments) Every 200 moves one point is deducted from your points. In other words, the gods like it when you constantly sacrifice ... not just a sacrifice now and then. So there you have it! Simple isn't it? Mind you, this is about the only way to get artifacts in the game at present. There are four others: (1) Find them. (Yes, it DOES happen :) (2) Become the Hand/Envoy/Soul Taker (or #dip for Excalibur) (3) Kill something that has one (like an Archon) (4) Wish for them (However, most generaly powerful ones have been disabled, such as Vorpal Blade, Stormbringer. But "minor" ones such as Dragonbane or Ogresmasher are still avaliable via wish) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SECTION 5: GENERAL -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- (1) Spells and Spellcasting: I have totally overhalled the spellcasting system, certain classes are better than others and use different stats in determining sucess (ie. Wizard uses INT, Priest uses WIS). Instead of a flat success or fail, there is now a percent chanch of casting a spell based on class, level, spell level and for some classes armor worn. (2) Magical Creatures: Certain creatures can only be hit by magic weapons (or spells) of various power. Simallarly, some powerful creatures strike as if they had magical weapons of various power. Ex: Unicorns are now +2 or better to hit, and stike as if they had a +1 weapon. Another "common" monster hit only by +2 or better weapon is the Ghost (3) Monster Improvements: Powerfull monsters are now harded to kill, including Shopkeepers. Some important monster may be immune to Wands of Death (new monster intrinsic, no Mr. Barbarian you CAN'T get it by eating him! :) ... players arn't the ONLY all-powerful force in THIS dungeon! (4) Two New Commands: There are two new commands avaliable in the game now, Steal (CRTL-B) and Polymorph (CTRL-Y). Anybody can attemp to steal, but the chanchs of a non-Rogue succeding is very low. Only four classes can attempt to Polymorph: Doppelgangers (of course!), Flame Mages, Ice Mages and Lycanthropes (Duh!) (5) XP and Levels: There has been a drastic change in the ammount of experence you need to gain a level, you now need a lot more. Many people have asked "Why so much? It's TOO hard!", the answer is simple: Power. There are two main reasons this was done: (A) To offset the powerful affects gain at the higher levels, like with Barbarians with a 20 con ... they could have ~50 HP at level 4! So I made advancement slower to curb the rate of power increase, you will still have ~50 HP at level four, but it will take a long time to get there. (B) You will now appriciate gaining a level, rather than "Oh, great. Level 7" it will be "YESSSS! I finally made Level 6 and it only took me three days, that must be a new record!" ... (Well, maybe not THAT bad :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SECTION 6: SPECIAL NOTES -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Patch fo the "Special Services" has been included in this version but has been drastically altared. If the author is out there reading this, please contact me. Also the Patch for the "Black Market" has been INCLUDED but not enabled in both the source and the executable. It turns out that it's a weee bit too buggy (Well, anything that has even ONE bug is too buggy. But thats another topic all together) to be used in my version. Again, if the author is out there please contact me. There is (as far as my vast knowledge can see) only ONE bug contained within the source code. It have to do with dwarves with pick-axes not being restored properly, you will run into this problem. Just ignore it, the game will tell you the program is in disorder any perhapes you should quit but you don't need to as the problem is very minor and will have no effect on the outcome of the game. If anyone knows what might cause this, PLEASE let me know DISCLAMER: I am NOT responsable for any damages this program may cause on you computer, socal life, job or sanity. It is mostly bug free and shouldn't have any major problems, however if you descover what you think may be a bug, please report it to me, Stephen White (swhite@cs.mun.ca). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Tsanth's Modifications ---------------------- .\APPLY.C Lines 2075-2077 Added code to support CONTAINER(silver wallet). Bounded by "# ifdef WALLET_O_P". Lines 2128-2132 Added code to handle WEPTOOL(spoon). Bounded by "# ifdef P_SPOON". .\ARTIFACT.C - WAC not added. Undergoing modification Lines 1043-1051 Added code to make the chance to behead with the Vorpal Blade increase with your level. (The Vorpal Blade gets more user-friendly when used by more experienced adventurers. ;) Bounded by "# ifdef TSANTH". ..\INCLUDE\ARTILIST.H Lines 243-250 Added Wallet of Perseus From the mythology - Perseus, when sent to kill Medusa, was given a silver wallet that could hold anything put into it; I've modified it somewhat, to be able to hold anything, multiplying by 4 the weight of everything in it if cursed, reducing by 1/8 the weight of everything in it if uncursed, and _negating_ the weight of everything put into it if blessed. Bounded by "# ifdef WALLET_O_P". .\CMD.C Lines 119-123 Added prototypes for wiz_gain_ac(), wiz_gain_level(), and wiz_toggle_invulnerability(). Bounded by /* xxx TSANTH'S CODE */ Lines 790-828 Added code to allow wizard mode users to increase their AC. Bounded by /* xxx TSANTH'S CODE */ Lines 1360-1362 Added code to handle the control-sequence for increasing AC in wizard mode. (Ctrl-A) Bounded by /* xxx TSANTH'S CODE */ Lines 1371-1373 Added code to handle the control-sequence for toggling invulnerability in wizard mode. (Ctrl-N) Bounded by /* xxx TSANTH'S CODE */ .\DOTHROW.C /* WAC */ Lines 768-773 destroy spoon after hit. ..\INCLUDE\CONFIG.H Lines 478-482 Added #define's for various mods. .\ENGRAVE.C Lines 31-47 Added several quotes, just for fun. .\MAKEFILE Line 120 Added a line to support 4DOS I had some minor trouble compiling SLASH (the levels would not compile correctly with and without DLB enabled), due to 4DOS's DIR; it lists two columns of data, unless you add the /z switch. So I added it. Unbounded ..\DAT\MEDUSA.DES Line 59 Added code to support Wallet of Perseus, no comments. .\MKOBJ.C Lines 775-795 Added code to support Wallet of Perseus, comments. Bounded by "# ifdef WALLET_O_P". .\OBJECTS.C Lines 186-194, 208-211 Added WEAPON(dimsaber). Bounded by "# ifdef D_SABER". Lines 668-673 Added CONTAINER(silver wallet) to support Wallet of Perseus, no comments. Bounded by "# ifdef WALLET_O_P". Line 674 Made CONTAINER(sack) probability == 40. To fix the 1005% over problem. Lines 753-762 Added WEPTOOL(spoon). (In homage to Final Fantasy 2.) Bounded by "# ifdef P_SPOON". .\PICKUP.C - WAC Lines 45-48 Weight correction calculation Lines 806-812 Added weight correction for WALLET OF P Lines 837-843 Added weight correction for WALLET OF P ..\WIN\SHARE\OBJECTS.TXT Lines 891-909 Edited tile for WEAPON(lightsaber); I made it green. (Tile 46) Lines 910-928 Added tile for WEAPON(dimsaber). (Tile 46) Lines 929-947 Edited tile for WEAPON(darksaber); I made it red. (Tile 47) Lines 4273-4291 Added tile for CONTAINER(silver wallet). (Tile 222) Lines 5223-5241 Added tile for WEPTOOL(spoon). (Tile 271) .\OBJNAM.C Lines 2032-2034, 2037-2039 Added code to allow wishing for unique monster tins in wizard mode. Bounded by "# ifdef WIZARD". Lines 2044-2046, 2049-2051 Added code to allow wishing for unique monster corpses in wizard mode. Bounded by "# ifdef WIZARD". Lines 2062-2064, 2067-2069 Added code to allow wishing for unique monster figurines in wizard mode. Bounded by "# ifdef WIZARD". ..\INCLUDE\PATCHLEV.H Line 42 Changed VERSION_COMPATIBILITY to 0x0000020AL (was previously 0x00000209L). .\TELEPORT.C Lines 145-147, 154-156, 164-166, 172-174, 309-311, 313-315, 601-604, 608-610, 615-617, 619-621 Added code to handle teleportation in wizard (debug) mode; you should now be able to teleport anywhere, anywhen, provided you're in wizard mode. Bounded by "# ifdef WIZARD". ..\WIN\SHARE\TILEMAP.C Lines 75-83 Added conditional statements to support WEAPON(dimsaber). Bounded by "# ifndef D_SABER". Added conditional statements to support CONTAINER(silver wallet). Bounded by "# ifndef WALLET_O_P". Added conditional statements to support WEPTOOL(spoon). Bounded by "# ifndef P_SPOON". .\UHITM.C Lines 519-525 Added code to make WEPTOOL(spoon) "flash brightly" when hitting any monster. Bounded by "# ifdef P_SPOON". .\WEAPON.C Lines 171-174 Added code to handle WEPTOOL(spoon) damage; it does 9999 damage. Bounded by "# ifdef P_SPOON". Lines 1063-1065 Added code to make throwing WEPTOOL(spoon) count toward DART skills. Bounded by "# ifdef P_SPOON". .\WEILD.C Lines 202-210 Added code to support WEAPON(dimsaber). Bounded by "# ifdef D_SABER". ..\WIN\TTY\WINTTY.C - WAC removed Lines 306-309 Added text to the opening screen. Bounded by "# ifdef TSANTH". ..\DAT\WIZHELP Line 3 Added text to the wizard-mode help screen. Unbounded Line 9 Added text to the wizard-mode help screen. Unbounded Additions from Kevin Hugo's Balance Patch ----------------------------------------- New Objects ~~~~~~~~~~~ amulet of flying [tile from removed amulet] (instead of amulet of free action, which is a ring again) Worn: You can fly at will. Eaten: No effect. Coded and tested. amulet of unchanging [tile from removed amulet] Worn or eaten: You won't change into the form of another creature, whether accidentally, intentionally, or periodically. This includes polymorph traps and rays, the polymorph intrinsic, lycanthropy (were-creatures), turning to slime, becoming a "new man", or returning to your normal form. If you were polymorphed, you stay polymorphed and will permanently die when you lose all hit points. Lycanthropy may be purified, but you will remain in creature form. However, you can turn into another material; namely, turning to stone, mimicing gold, or conversion/destruction as a golem. It also does *not* stop the sliming process once it has started. Note: Magic resistance and/or polymorph control sometimes serve the same purpose. You have to be a metallivore (xorn would be best) to eat it. Then you would be stuck in that form, which probably isn't a good idea. ? Should the Doppleganager's quest artifact be this type of amulet? Fully coded but partially tested. amulet versus stone [tile from removed amulet] Worn: You are resistant to turning to stone. ? Each time you are stoned, the blessing changes from blessed -> uncursed -> cursed -> turns to dust. The stoning process stops if it has started. Eaten: Stops a stoning process which has already started. Coded and tested. kiwifruit [standin from asian pear] (Intended for starting inventory of new Zoutherner class) Same cost ($7), weight (2), and nutrition (50) as an apple. Random probability 3/1000. Coded and tested. eucalyptus leaf [standin from sprig of wolfsbane] (Intended for starting inventory of new Zoutherner class) Cost $6, weight 1, nutrition 30, random probability 4. Cures food poisoning, sickness, and nausea. Koalas (a future creature) will only be able to eat this food. Coded and tested. You can even wish for them in plural! scroll of earth [standin from another scroll] (Derived from an idea by Virtanen ) Blessed: Drops one rock on your head. Uncursed: Drops 2 to 6 rocks on your head. Cursed: Drops a boulder on your head. Confused: Drops the objects as above on the 8 surrounding squares instead of on you. Note: No effect on the Rogue level or in the endgame (except Plane of Earth). The objects aren't dropped where the terrain won't permit it (e.g., no objects will be stuck in walls). Amorphous, unsolid, and wall-passing monsters are undamaged. Cost $200, random probability 15/1000, marker charges 8. Coded and tested. potion of acid [tile from removed potion] If acid-resistant, "This tastes sour." (non-hallucinating) "This tastes tangy." (hallucinating) Blessed: d4 damage and abuse constitution if not acid-resistant. "This burns a little!" Uncursed: d8 damage and abuse constitution if not acid-resistant. "This burns!" Cursed: 2d8 damage and abuse constitution if not acid-resistant. "This burns a lot!" Hits monster: Same damage as above. Vapors: Abuse constitution. Can be quaffed by players and monsters to stop the stoning process. Thrown by monsters as an attack. Cancels to water. # Dip: Non-blessed removes erosionproofing. Explodes with d10 damage when dipped into any water or mixed with other potions. Cost $250, probability 20/1000. Coded and tested. ring of sustain ability [tile from removed ring] Worn: Your statistics (Str, Con, Dex, ...) will neither increase nor decrease (e.g., by attack, poison, gain ability, or restore ability). The adjustments are lost forever, and they don't appear after you remove the ring. Does not affect changes due to worn items (e.g., ring of adornment, gauntlets of power). Eaten: No effect. (Would be too powerful late in the game.) Sink message: "The water flow seems fixed." Notes: You can still accumulate exercise and abuse, although it won't result in changes in your attributes while the ring is worn. # You are not protected from other attack effects such as mind flayer amnesia or instant-kill poison. Cost $100. Fully coded but partially tested. saddle (tool) [no tile] Can be found randomly and in pet stores. You can ride certain pets. Try the following: Apply a saddle to various monsters. Kick or whip your steed. Try the above at various experience levels and monster tameness. Try getting on when polymorphed or impaired. Move around while riding. Try picking up or manipulating objects in the floor. Polymorph yourself (or your steed). Climb or descend stairs. Generate a bones file. # You are considered flying when you ride a flying monster. Dismount by applying the saddle. Partially coded and tested. I don't think there are any game- stopping bugs, but there are several known inconsistencies: Your steed does not yet attack or get attacked. ? Use your steed to carry things as a pack animal? Although I have attempted to compensate for the speed of the saddled pet, it is far from perfect. To do an adequate job, I would have to completely rehaul NetHack's speed system. Traps, pools, and wounded legs are not properly handled. More inconsistencies as they are discovered. Conditionally coded by #ifdef YEOMAN, which is commented out be default. You may experiment with it if you like, but the game should be distributed with it commented out for now. In the future, Knights and Yeomen will start with a pony, a saddle, 10+ apples, and 10+ carrots. fishing pole (weapon-tool in polearm category) [standin from pickax] (Idea by StarChaser) When you apply any polearm, You can't use apply a polearm if swallowed. You try to wield the polearm. If you can't, no further effect. You are asked to select a square within a 3 square radius. You have to see the spot (hence no barriers permitted). There is a 1/6 chance of each of the following: 1. If using a fishing pole, you hook yourself with 10+d10 damage. 2. If using a fishing pole to attack a monster in water, you reel it in adjacent to you. 3. If you are using a fishing pole and there is an object on the floor of that spot, you snag the topmost object. 4. If using a fishing pole in water, you snag a low boot. # (Only occurs once per game.) 5. If using a fishing pole in water, you snag a cram ration. 6. Untraps (not yet implemented because the untrap code currently assumes you're on or adjacent to the trap). If the action selected above does not apply, but there is a monster on the square, it is attacked. Otherwise, nothing happens. Coded and tested. healthstone [tile from removed stone of health] (Replaces stones of health and rotting) Each stone in your main inventory adds a bonus (+2 blessed, +1 uncursed, -2 cursed) to the experience level and constitution used in determining your healing rate. In no case will the effective experience level or constitution exceed their natural ranges. Regeneration is still a better effect. Same cost ($60), weight (10), and probability (10/1000) as a luckstone. Always generated cursed; a target for uncursed scrolls of remove curse. Coded and tested. Deleted objects ~~~~~~~~~~~~~~~ These following objects each convey a property that is obtainable in another way. This reduces the chance of getting a useful item in the same item class, and none of these contribute _new_ ways to solve situations. They have been eliminated for the balance patch. amulet of conflict amulet of polymorph amulet of regeneration asbestos jacket fire helmet scroll of trap detection potion of fire resistance I see little use for pan pipes. Although some of them generate monsters which could be helpful for sacrificing, the probability of other methods (bags of tricks, wands of create monster) have been reduced. In the balance patch, pan pipes have been eliminated and the probability of the other methods have been restored. pan pipe pan pipe of summoning pan pipe of the sewers These new orbs make crystal balls more difficult to identify (they're already not very useful), and I consider them a potential source of charging/polypiling abuse. Apparently they make up for the lower probabilities and chance of success of their respective scrolls. Why not just keep the old scroll mechanism, which seemed to work well? orb of charging orb of destruction orb of enchantment The following items now exist in a different form. See above. cloak of drain resistance ring of drain resistance stone of health stone of rotting Internal changes ~~~~~~~~~~~~~~~~ Mixed case is now supported for the automatically-generated file names (i.e., you can use "Slash-EM", "SLASH-EM", or "slash-em"). See patchlevel.h, makedefs.c, and file.h. Added "skills.h" and moved code into it. Zero is used to represent no skill; positive numbers represents wielded items, launchers, and spells; negative numbers are used for ammunition and projectiles. Note that weapon_type() converts negative skill numbers into positive ones, and spell_skilltype() never returns a negative skill. Skills are now embedded in the object table, using the oc_subtyp field. The field size was increased to an schar. This also makes the order of items (esp. weapons) in the object table less critical. Updated the following macros to reflect the above changes: is_sword() is_blade() is_weptool() Added new macros: is_pole() is_spear() is_launcher() is_ammo() is_missile() is_multigen() is_poisonable() is_weptool() is_pick() ammo_and_launcher() Incorporated these macros into the code as an alternative to the WEP_ and WP_ constants. Fixed some prototypes and invalid string constants. Consolidated all worn and intrinsic bits to obj.h, and rewrote them in hexadecimal for readability. We have now exhausted all 32 bits. Needed to move blkmar_guards() within shk.c so it will compile for older 68k Macintoshes. Repaired two bugs from NetHack. If you carry nothing but gold, are stressed, and fall into water, the game will no longer crash with a divide-by-zero bug. A line in uhitm.c, steal_it() had read mdef->misc_worn_check &= !otmp->owornmask; and now reads mdef->misc_worn_check &= ~otmp->owornmask; The Macintosh distribution is built with a fat binary. This means it will run on both 68k and PowerPC machines. Other changes ~~~~~~~~~~~~~ Entrance to Gnomish Mines moved to levels 2-4 (same as NetHack). # You once again have 7 chances to start your quest, not one. The Silver Wallet of Perseus now has an 85% chance of appearing in either variation of Medusa's isle. It used to only appear in one of the variations. Chance of generating a bones level increases with dungeon depth (same as NetHack), not decreases. No bones levels at depth 1 to 3. You are once again asked if you want to create bones files in debug mode (you couldn't make any at all, which made testing difficult). If "your pack shakes violently" while stepping on a magic trap, some of your inventory letters are jumbled. Totally harmless to the character, yet deliciously evil. (Idea by Wolfgang von Hansen ) # If fixed inventory letters are set, you instead get 2 hp damage for each item that would have been jumbled. # The number of experience points needed for each level, and the level required to start the quest (*), has been adjusted again: LEV NETHACK SLASH BALANCE : LEV NETHACK SLASH BALANCE ~~~ ~~~~~~~ ~~~~~~ ~~~~~~~ : ~~~ ~~~~~~~~~~~ ~~~~~~~~~ ~~~~~~~ 1 0 0 0 : 16 320 000 31 000 300 000 2 20 50 40 : 17 640 000 38 500 350 000 3 40 100 80 : 18 1 280 000 48 000 400 000 4 80 200 160 : 19 2 560 000 60 000 450 000 5 160 500 320 : 20 5 120 000 76 000 500 000 6 320 1 000* 640 : 21 10 000 000 97 000 550 000 7 640 1 750 1 280 : 22 20 000 000 125 000 600 000 8 1 280 2 750 2 560 : 23 30 000 000 163 000 650 000 9 2 560 4 250 5 120 : 24 40 000 000 213 000 700 000 10 5 120 6 250 10 000*: 25 50 000 000 279 000 750 000 11 10 000 8 750 20 000 : 26 60 000 000 365 000 800 000 12 20 000 11 750 40 000 : 27 70 000 000 476 000 850 000 13 40 000 15 500 80 000 : 28 80 000 000 617 000 900 000 14 80 000* 20 000 150 000 : 29 90 000 000 798 000 950 000 15 160 000 25 000 250 000 : 30 100 000 000 1 034 000 1 000 000 Hit-point healing algorithm now the same as NetHack's, with addition of healthstones and a healing limit of 15: LEVEL TURNS HEAL RANGE : LEVEL TURNS HEAL RANGE ~~~~~ ~~~~~ ~~~~~~~~~~ : ~~~~~ ~~~~~ ~~~~~~~~~~ POLY 20 1 : 13 3 1 to 4 1 15 1 : 14 3 1 to 5 2 11 1 : 15 3 1 to 6 3 9 1 : 16 3 1 to 7 4 8 1 : 17 3 1 to 8 5 7 1 : 18 3 1 to 9 6 6 1 : 19 3 1 to 10 7 5 1 : 20 3 1 to 11 8 5 1 : 21 3 1 to 12 9 4 1 : 22 3 1 to 13 10 3 1 : 23 3 1 to 14 11 3 1 to 2 : 24+ 3 1 to 15 12 3 1 to 3 : Your healing rate depends upons your experience LEVEL, plus any bonuses/penalties due to healthstones in your main inventory. The POLY rate applies if you are polymorphed into another creature or if your effective level is less than one. You regain your hit points once every given number of TURNS, or every turn if you have regeneration. However, you don't heal if you are stressed or worse, don't have regeneration, and try to move that turn. The amount of healing is a random number between 1 and (effective constitution - 12); this value is adjusted so that it falls within the HEAL RANGE for your effective level. You won't heal beyond your maximum number of hit points. Many changes to the cost, probability, armor bonus, and marker charges of many items. Many have been restored to the values found in vanilla NetHack. Some points of interest: Polearms are about 1/3 as likely. Ammunition is more likely. This works well with Warren's improvements to ammunition. Magical armor was very rare and gave no AC bonus. Restored. Containers and unlocking tools are more common. Musical instruments are now very rare. (Note: Soldiers often carry bugles anyways.) Tin openers are less common. Scrolls (especially enchant ___) were too expensive. Restored. Potions were too cheap. Restored. The most useful spells are now the most common books. Amulets are no longer randomly generated on the main dungeon floor, although their probability in boxes and Gehennom are increased. # Note that they will still be found in shops, boxes, chests, monster starting inventories, and preplaced locations -- just not on the floor before Gehennom. Their effects generally do not overlap with other worn objects. This means that some of the rarer intrinsics won't appear until later in the game. # Free action is once again (only) a ring, since it is most useful earlier in the game. Eating it conveys only sleep resistance. # You cannot get drain resistance by eating its amulet. Polearms can be applied to attack within a 3-square radius. Monsters do not yet take advantage of this feature. You can no longer apply a bullwhip at an incubus/succubus to make it your pet. This variant code didn't allocate memory for the pet information, which will eventually crash the program. Since there is no easy fix for this "feature", it was simply eliminated. # A dwarvish mattock can be used to dig, by players and monsters. Shopkeepers also recognize them as picks. Talking artifacts (e.g., Magic Mirror of Merlin) are finally implemented. Robes are the preferred dress of the clergy. They are not generated randomly, but priest(esse)s are found wearing them (they used to wear cloaks instead). Lab coat gives _both_ poison and acid resistance. (Idea by Manzilla ) # Note that yellow dragon armor still gives a better AC, but NOT acid resistance. Yellow dragon corpses are still acidic, but do NOT grant acid resistance. The player must make the critical decision between better AC or getting an intrinsic. # The extremely unpopular effect of getting temporary intrinsics from corpses is discontinued; all effects are permanent. Although several alternatives were proposed, this solution is least likely to lead to arguments or misunderstandings by players. Eating a non-cursed, non-rustproof trident is "pure chewing satisfaction" (idea from "Tommy the Terrorist") and exercises wisdom. Eating a non-cursed flint stone is "Yabba-dabba delicious" and exercises constitution. # Scrolls of enchant armor/weapon have the same success rate as in vanilla NetHack. To offset this, there will be a new disenchantment attack; it is not yet implemented and will only be used by monsters generated only in Gehennom (see below). Engraving with a wand of enlightenment now zaps the wand, as expected. Zapping yourself with wands of invisibility and speed monster behave as in vanilla NetHack. Invisibility is temporary if not yet invisible, or permanent if you already are. Speed monster is permanent, but note that it does not convey "very fast". Unlocking tools no longer break in locks when they are blessed or are any artifact. Dipping a tool in a potion of gain level upgrades it to another tool: OLD NEW ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ sack bag of holding (20%) or oilskin sack (80%) oilskin sack bag of holding bag of holding oilskin sack blindfold towel towel blindfold lock pick, credit card skeleton key skeleton key lock pick tallow candle wax candle wax candle tallow candle oil lamp brass lantern brass lantern oil lamp tin whistle magic whistle magic whistle tin whistle wooden flute magic flute magic flute wooden flute tooled horn fire/frost horn, horn of plenty (equal chances) other horns tooled horn wooden harp magic harp magic harp wooden harp leash saddle saddle leash tin opener tinning kit tinning kit tin opener crystal ball magic marker magic marker crystal ball (Based on an idea by Dylan O'Donnell ) # Note that gain level is now the only potion that causes these transformations, and the transformations work both ways. Some classes (mostly BCVS) had significantly reduced chances of using magic items such as scrolls, spellbooks, potions, and wands. This penalized the classes that newer players are likely to play (BVS). Caveman (a moderately difficult class) is now the only class restricted from using magic items, and all classes can quaff potions. Of course, players can still voluntarily place their own restrictions on their play. Statistic maxima for all classes are now no less than 18 strength, 12 intelligence and wisdom, 18 dexterity and constitution, and 12 charisma. New intrinsics include unchanging and fixed abilities. Flying, stone resistance, and acid resistance previously existed for some polymorph forms and are now a full intrinsic. Pets now pick up 10 times their level in gold, not just simply $5. Tsetse flies changed from level 1 to level 3, so they appear later. There are no new attacks or monsters. However, some will be added in the future Zoutherner class. True rumors: A life saver is not the fresh maker. As Crom is my witness, I'll never go hungry again! # The pen is mightier than the sword. False rumor: They say that archeologists find more bones piles.