• Variants on Hardfought - suggestions?

    From Janis Papanagnou@21:1/5 to All on Fri Oct 14 13:59:16 2022
    The Hardfought server supports a lot of roguelike variants of Nethack.
    Can anyone suggest a variant that supports more generated dungeon
    types (ideally: randomly generated, not static ones) than Vanilla or
    Slashem, while ideally still preserve the commands (so that there's
    less need to relearn everything anew and re-condition muscle memory
    from scratch)?

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From nabru@21:1/5 to All on Mon Oct 24 15:27:55 2022
    Em 14/10/2022 08:59, Janis Papanagnou escreveu:
    The Hardfought server supports a lot of roguelike variants of Nethack.
    Can anyone suggest a variant that supports more generated dungeon
    types (ideally: randomly generated, not static ones) than Vanilla or
    Slashem, while ideally still preserve the commands (so that there's
    less need to relearn everything anew and re-condition muscle memory
    from scratch)?

    Janis

    You might want to look at EvilHack and dNetHack.

    nabru

    --
    nabru | This PIZZA symbolizes
    | MY COMPLETE EMOTIONAL RECOVERY!!
    --------- -----------------------------------

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to nabru on Mon Feb 20 13:22:20 2023
    On 24.10.2022 20:27, nabru wrote:
    Em 14/10/2022 08:59, Janis Papanagnou escreveu:
    The Hardfought server supports a lot of roguelike variants of Nethack.
    Can anyone suggest a variant that supports more generated dungeon
    types (ideally: randomly generated, not static ones) than Vanilla or
    Slashem, while ideally still preserve the commands (so that there's
    less need to relearn everything anew and re-condition muscle memory
    from scratch)?

    You might want to look at EvilHack and dNetHack.

    I've had a look at EvilHack and it looked quite interesting in various respects.

    There's some design decisions I don't like that much; e.g. Elbereth
    must be "learned", so that early game (where it's most useful, often
    necessary) you don't have it. Also a "locked access to minetown" is
    something I think is - while a nice idea from a style point of view -
    not that appealing since it linearizes the game. (In Slashem with
    the the new branches allow to travel forth and back as necessary, I
    consider that a more appealing design gameplay wise. But I haven't
    yet seen much of the deeper levels of EvilHack, but any early game
    restrictions I consider a bad idea.)

    I have some other issues; I cannot seem to be able to configure the
    user interface (e.g. menu handling and key-behavior) as I'm used to it;
    this will probably be what repels me since it needs specific attention
    and detracts me from the game.

    Funny that on one of the first games (one where I didn't die quickly,
    and where I could open minetown) I stumbled into a minetown bones. It
    was quite foreseeable that I'll die there.

    Currently the RNG had chosen a turtle as my player race and I cannot
    find information about the specifics and how to handle that race; for
    example wearing armor like body armor or cloaks seems not possible.

    Continuing exploration...

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to Janis Papanagnou on Sun Feb 26 08:04:33 2023
    On 20.02.2023 13:22, Janis Papanagnou wrote:
    On 24.10.2022 20:27, nabru wrote:

    You might want to look at EvilHack and dNetHack.

    Funny that on one of the first games (one where I didn't die quickly,
    and where I could open minetown) I stumbled into a minetown bones. It
    was quite foreseeable that I'll die there.

    Second time I was able to unlock mine town. Yet again a bones level;
    actually a double bones level! - I survived it but there was nothing interesting in those bones heaps. Sacrifices on the converted early
    altar and also on the co-aligned mine town altar didn't provide much
    but the guaranteed Mjollnir (I'm playing a centaurian Valkyrie). It
    is quite an annoyance that you get lots of ordinary armor and weapons
    in EvilHack instead of artifacts. I've got a nice +5 large shield but
    then I found that +0 silver shield in the bones heap; I've chosen the
    higher AC instead of reflection. No bag of holding yet; a pain when
    carrying 1900 units of loot (despite two base camps with more loot).
    I was happy to recognize the bag of holding Sokoban level, but then
    got aware of the different implementation; the possible prizes are
    randomized, so again no bag of holding. I've seen that there's a
    guaranteed enhanced bag in a branch close to Medusa's level, but it
    appears to be difficult, and there's yet a long way to reach there.
    (Still struggling with EvilHack's user interface, commands/menus.)

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Erik L@21:1/5 to Janis Papanagnou on Fri Mar 17 23:25:17 2023
    On Sunday, February 26, 2023 at 8:04:38 AM UTC+1, Janis Papanagnou wrote:
    On 20.02.2023 13:22, Janis Papanagnou wrote:
    On 24.10.2022 20:27, nabru wrote:

    You might want to look at EvilHack and dNetHack.

    Funny that on one of the first games (one where I didn't die quickly,
    and where I could open minetown) I stumbled into a minetown bones. It
    was quite foreseeable that I'll die there.
    Second time I was able to unlock mine town. Yet again a bones level; actually a double bones level! - I survived it but there was nothing interesting in those bones heaps. Sacrifices on the converted early
    altar and also on the co-aligned mine town altar didn't provide much
    but the guaranteed Mjollnir (I'm playing a centaurian Valkyrie). It
    is quite an annoyance that you get lots of ordinary armor and weapons
    in EvilHack instead of artifacts. I've got a nice +5 large shield but
    then I found that +0 silver shield in the bones heap; I've chosen the
    higher AC instead of reflection. No bag of holding yet; a pain when
    carrying 1900 units of loot (despite two base camps with more loot).
    I was happy to recognize the bag of holding Sokoban level, but then
    got aware of the different implementation; the possible prizes are randomized, so again no bag of holding. I've seen that there's a
    guaranteed enhanced bag in a branch close to Medusa's level, but it
    appears to be difficult, and there's yet a long way to reach there.
    (Still struggling with EvilHack's user interface, commands/menus.)

    Janis

    Janis, hello I'm Erik (hackemslashem), I've actually read a bunch of your posts over the years. I have developed a variant called Hack'EM, which I originally based on EvilHack, but my main intention was to port SLASH'EM to the 3.6.x codebase. I have also
    ported a lot of stuff from other variants (Splice, Un, xnh, THEM, dnh, etc, and of course Evil) so it's not SLASH'EM exclusive. Anyway, you might enjoy it, check out the wiki page for info on the changes: https://nethackwiki.com/wiki/Hack%27EM. It's
    also live on hardfought and has a windows binary available if you need it (https://github.com/elunna/hackem/releases/tag/v1.1.0).

    If you check it out, let me know what you think - it's still very much in development. I'm not sure if replies here will show up in my email, but I'll try to check back. Otherwise I'm usually in the #hackem and #evilhack IRC channels on libera, or on the
    roguelikes discord.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Erik L@21:1/5 to Janis Papanagnou on Sat Mar 18 02:00:12 2023
    On Saturday, March 18, 2023 at 9:16:49 AM UTC+1, Janis Papanagnou wrote:
    On 18.03.2023 07:25, Erik L wrote:

    Janis, hello I'm Erik (hackemslashem), I've actually read a bunch of
    your posts over the years. I have developed a variant called Hack'EM, which I originally based on EvilHack, but my main intention was to
    port SLASH'EM to the 3.6.x codebase. I have also ported a lot of
    stuff from other variants (Splice, Un, xnh, THEM, dnh, etc, and of
    course Evil) so it's not SLASH'EM exclusive. Anyway, you might enjoy
    it, check out the wiki page for info on the changes: https://nethackwiki.com/wiki/Hack%27EM. It's also live on hardfought
    and has a windows binary available if you need it (https://github.com/elunna/hackem/releases/tag/v1.1.0).

    If you check it out, let me know what you think - it's still very
    much in development. I'm not sure if replies here will show up in my email, but I'll try to check back. Otherwise I'm usually in the
    #hackem and #evilhack IRC channels on libera, or on the roguelikes discord.
    Thanks for the pointer! - I'm definitely interested in a "perfect
    variant" - yet, I haven't found it -, so I'll certainly try out
    some more.

    But bear with me and don't expect my feedback too soon; it needs
    quite some time to play to get a sensible feeling about any variant.

    For example, after some years of playing, I like most of Slashem's
    design decisions. There's only few things I dislike (mostly that
    unstylish military stuff, or "the Guild"). And there's some things
    I am missing; the levels should have more randomness and diversity.

    For EvilHack it's far too soon to give a fair feedback; as you may
    have read, quite some basic concepts I haven't yet, erm, understood.
    And I am far, very very far from an ascension.[*] So I still want
    to spend some more time here to get at least a better overview of
    that difficult (and yet obscure [to me]) variant.

    I'll keep Hack'EM in mind, though, and will follow some games on
    Hardfought; maybe it fascinates me so much that I quickly switch. ;-)

    But, being old-school, I'm rarely #chat'ing, to be honest. So any
    questions, exchange of experiences, and feedback I'll most likely
    post here in Usenet.

    Janis

    Oh cool, this does just reply direct to my email so very easy to keep up to date.

    I hear you on exploring new variants. In the case of Evil and Hackem, you might find it useful to switch between the two. If you are having a bad day in Evil, switch to hackem for a bit! :D

    Mechanically they are very similar but content-wise pretty different. I have toned down the difficulty of Evil a lot, and have replaced a lot of content in evil. The end-game will be pretty similar right now. The nice thing is that bugs found in either
    variant are co-adopted. This has been an amazing experience in working on this fork. We've traded a ton of bug fixes back and forth, and both variants have grown because of that. I also try to keep up to date on most changes Evil brings in. There are
    some things I haven't ported yet (forging artifacts, Lucifer endgame, etc) - we'll see on those things long term. I've been working to make Hack'EM it's own thing and trying to leave a lot of "evil" things to EvilHack, but keeping what I like - it's a
    tough line to walk!

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to Erik L on Sat Mar 18 09:16:45 2023
    On 18.03.2023 07:25, Erik L wrote:

    Janis, hello I'm Erik (hackemslashem), I've actually read a bunch of
    your posts over the years. I have developed a variant called Hack'EM,
    which I originally based on EvilHack, but my main intention was to
    port SLASH'EM to the 3.6.x codebase. I have also ported a lot of
    stuff from other variants (Splice, Un, xnh, THEM, dnh, etc, and of
    course Evil) so it's not SLASH'EM exclusive. Anyway, you might enjoy
    it, check out the wiki page for info on the changes: https://nethackwiki.com/wiki/Hack%27EM. It's also live on hardfought
    and has a windows binary available if you need it (https://github.com/elunna/hackem/releases/tag/v1.1.0).

    If you check it out, let me know what you think - it's still very
    much in development. I'm not sure if replies here will show up in my
    email, but I'll try to check back. Otherwise I'm usually in the
    #hackem and #evilhack IRC channels on libera, or on the roguelikes
    discord.

    Thanks for the pointer! - I'm definitely interested in a "perfect
    variant" - yet, I haven't found it -, so I'll certainly try out
    some more.

    But bear with me and don't expect my feedback too soon; it needs
    quite some time to play to get a sensible feeling about any variant.

    For example, after some years of playing, I like most of Slashem's
    design decisions. There's only few things I dislike (mostly that
    unstylish military stuff, or "the Guild"). And there's some things
    I am missing; the levels should have more randomness and diversity.

    For EvilHack it's far too soon to give a fair feedback; as you may
    have read, quite some basic concepts I haven't yet, erm, understood.
    And I am far, very very far from an ascension.[*] So I still want
    to spend some more time here to get at least a better overview of
    that difficult (and yet obscure [to me]) variant.

    I'll keep Hack'EM in mind, though, and will follow some games on
    Hardfought; maybe it fascinates me so much that I quickly switch. ;-)

    But, being old-school, I'm rarely #chat'ing, to be honest. So any
    questions, exchange of experiences, and feedback I'll most likely
    post here in Usenet.

    Janis

    [*] For comparison (and bragging): 600+ NH-343 NAO ascensions, and
    150+ Slashem ascensions. This appears to be sufficient to judge :-)

    PS: WRT the "Windows binary" you mention; on any computer under my
    control where I spot Windows (or other malware) I practice exorcism.
    All my systems (and the ones I get my hands on) run Linux.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to Erik L on Sat Mar 18 19:04:21 2023
    On 18.03.2023 10:00, Erik L wrote:

    Oh cool, this does just reply direct to my email so very easy to keep
    up to date.

    (I haven't done anything else than as usual posting to this newsgroup.)


    I hear you on exploring new variants. In the case of Evil and Hackem,
    you might find it useful to switch between the two. If you are having
    a bad day in Evil, switch to hackem for a bit! :D

    Are there any non-bad days in EvilHack possible? :-)

    Or options to choose evilness-level from, like...

    OPTIONS=evil_level:evil
    #
    # select 'evil_level' from:
    # sick, nauseous, disgusting, noxious, vicious, queasy, severe, smelly,
    # evil, nasty, ill, bad, rank, unpleasant, ugly, gross, wicked, festy,
    # dangerous, disreputably

    OPTION=evil_modifier:definite
    #
    # select 'evil_modifier' (more than one can be specified) from:
    # absolutely, definite, extraordinary, extremely, unforgiven, merciless

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From RecRanger@21:1/5 to Janis Papanagnou on Sat Mar 18 18:55:43 2023
    On Saturday, March 18, 2023 at 2:04:24 PM UTC-4, Janis Papanagnou wrote:
    On 18.03.2023 10:00, Erik L wrote:

    Oh cool, this does just reply direct to my email so very easy to keep
    up to date.
    (I haven't done anything else than as usual posting to this newsgroup.)

    If you use Google Groups it emails you replies and you can reply right
    within the email website.

    OPTIONS=evil_level:evil
    #
    # select 'evil_level' from:
    # sick, nauseous, disgusting, noxious, vicious, queasy, severe, smelly,
    # evil, nasty, ill, bad, rank, unpleasant, ugly, gross, wicked, festy,
    # dangerous, disreputably

    OPTION=evil_modifier:definite
    #
    # select 'evil_modifier' (more than one can be specified) from:
    # absolutely, definite, extraordinary, extremely, unforgiven, merciless


    Yeah! I want to comment out the firearms in Slash'EM! Military or guild
    does not bother me so much.

    --

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to RecRanger on Sun Mar 19 03:59:57 2023
    On 19.03.2023 02:55, RecRanger wrote:

    Yeah! I want to comment out the firearms in Slash'EM!

    The only interesting thing from a game-play point of view I
    consider the grenades with it's interesting effects. I would
    change the object type, though, to become a bomb, the thing
    we often see depicted as an iron ball with a burning fuse...

    *
    _\/_
    / \
    \____/

    Military or guild does not bother me so much.

    The Guild is so extremely large that players either die (if
    unaware) or you have to use some safe means to handle them,
    like a cockatrice corpse while standing around a tight corner.
    Neither is adding anything interesting to the game! - As a
    first step one could reduce the number of player characters;
    currently there's two from every existing role. I'd at least
    reduce it to one per role or even choose only a random subset
    of the existing role (to provide some diversity in what one
    can expect there).

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From RecRanger@21:1/5 to Janis Papanagnou on Sat Mar 18 21:11:06 2023
    On Saturday, March 18, 2023 at 11:00:02 PM UTC-4, Janis Papanagnou wrote:
    On 19.03.2023 02:55, RecRanger wrote:

    Yeah! I want to comment out the firearms in Slash'EM!
    The only interesting thing from a game-play point of view I
    consider the grenades with it's interesting effects. I would
    change the object type, though, to become a bomb, the thing
    we often see depicted as an iron ball with a burning fuse...

    *
    _\/_
    / \
    \____/

    Yes, black powder, gun powder, has been used since, what, the 12th century?
    So, it is not completely out of place. But machine guns? Sniper rifles?!

    Military or guild does not bother me so much.
    The Guild is so extremely large that players either die (if
    unaware) or you have to use some safe means to handle them,
    like a cockatrice corpse while standing around a tight corner.
    Neither is adding anything interesting to the game! - As a
    first step one could reduce the number of player characters;
    currently there's two from every existing role. I'd at least
    reduce it to one per role or even choose only a random subset
    of the existing role (to provide some diversity in what one
    can expect there).


    Yes, The Guild has either made or broken a lot of characters for me.
    If you can survive it, without them _using_ everything, you can get a very
    nice potion, scroll and wand haul. Not to mention all of the armor and polyfodder. I try to sleep them as much as I can.

    However, one of the last games I played, I had character get hit hard with player characters with wands of draining. Went from mid-20's to level
    one! So, I had really buff character, armor and equipment-wise, at level 1.
    I tried to go back to the earlier levels to re-up my levels, but ultimately just parked the character out of utter frustration.

    --

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Erik L@21:1/5 to Janis Papanagnou on Sat Mar 18 22:57:58 2023
    On Sunday, March 19, 2023 at 4:00:02 AM UTC+1, Janis Papanagnou wrote:
    On 19.03.2023 02:55, RecRanger wrote:

    Yeah! I want to comment out the firearms in Slash'EM!
    The only interesting thing from a game-play point of view I
    consider the grenades with it's interesting effects. I would
    change the object type, though, to become a bomb, the thing
    we often see depicted as an iron ball with a burning fuse...

    *
    _\/_
    / \
    \____/
    Military or guild does not bother me so much.
    The Guild is so extremely large that players either die (if
    unaware) or you have to use some safe means to handle them,
    like a cockatrice corpse while standing around a tight corner.
    Neither is adding anything interesting to the game! - As a
    first step one could reduce the number of player characters;
    currently there's two from every existing role. I'd at least
    reduce it to one per role or even choose only a random subset
    of the existing role (to provide some diversity in what one
    can expect there).

    Janis

    Interesting, I pretty much did these exact two thing: grenades were converted to bombs (they work slightly differently, but mostly the same. In SLASH'EM, a group of bombs would simultaneously explode so that any bomb would contribute to the explosion.
    When I looked at the code for this, my brain partially melted so I imported the version from SpliceHack. I modified it so that a bomb's fuse can be light if exposed to fire, and also when players throw bombs they will explode on contact (mirroring how it
    works for monsters). I still admire the explosion code from SLASH'EM, but it is multiple levels of recursion and almost impossible to follow how it works.

    I also don't really like the guild level from SLASH'EM - it's pretty unbalanced because if you are ready for it, it's a huge item dump and if you aren't ready for it it's certain death. In either case it's tedious to clear and the player monsters tend to
    escape with wands of digging (or scrolls of teleport) so you usually have to chase lots of them through the rest of the dungeon. I elected to completely remove that level and replace it with much smaller "mini guild" special rooms, that have a mix of
    player monsters and their pets. The player monsters from EvilHack are definitely tougher and smarter than vanilla style, so a full level of them would be a nightmare. The mini guilds only start showing up after level 15.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to RecRanger on Sun Mar 19 12:58:16 2023
    On 19.03.2023 05:11, RecRanger wrote:

    Yes, black powder, gun powder, has been used since, what, the 12th century? So, it is not completely out of place.

    Yep.

    But machine guns? Sniper rifles?!

    Only interesting for fans of the (US) NRA, I suppose.


    Yes, The Guild has either made or broken a lot of characters for me.
    If you can survive it, without them _using_ everything, you can get a very nice potion, scroll and wand haul. Not to mention all of the armor and polyfodder. I try to sleep them as much as I can.

    However, one of the last games I played, I had character get hit hard with player characters with wands of draining. Went from mid-20's to level
    one! So, I had really buff character, armor and equipment-wise, at level 1.
    I tried to go back to the earlier levels to re-up my levels, but ultimately just parked the character out of utter frustration.

    Well, that wand is generally a problem you'd constantly should have
    on your awareness list. At the Guild with all its offensive wands
    it's standard equipment. Unless I happen to miss the level drains -
    not so much at the Guild where I expect that - but else. That's the
    reason why I try to instant-stone these Guild player monsters. With
    drain resistance one can of course play more careless here.

    Another nuisance with that level is that these monsters with all
    their wands and potions also escape to other levels; you have to
    hunt them levels up (because of their cursed gain level potions) or
    many levels down (with their wands of digging). Quite boring.

    And all that loot is mostly just ballast, getting your 30th wand of
    striking or your 40th wand of magic missile.

    I've never got reduced to XL 1. That's hard! - After having played
    thousands, even ten-thousands of turns to start from the beginning,
    that's frustrating.

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to Erik L on Sun Mar 19 13:11:00 2023
    On 19.03.2023 06:57, Erik L wrote:

    Interesting, I pretty much did these exact two thing: grenades were
    converted to bombs (they work slightly differently, but mostly the
    same. [...]

    Nice!

    [...] I still admire the
    explosion code from SLASH'EM, but it is multiple levels of recursion
    and almost impossible to follow how it works.

    If you mean a recursive implementation (of chain reactions); I think
    that's okay, because every single recursion is well defined; usually
    functions and their behavior are clearer formulated with recursion.
    (But mileages certainly vary, and it depends also on the actual code
    quality.)


    I also don't really like the guild level from SLASH'EM - it's pretty unbalanced because if you are ready for it, it's a huge item dump and
    if you aren't ready for it it's certain death. [...]

    Exactly.

    [...] I elected to completely remove that level

    I think even completely removing the Guild wouldn't be a bad decision.

    and replace it with much smaller "mini guild" special
    rooms, that have a mix of player monsters and their pets. The player
    monsters from EvilHack are definitely tougher and smarter than
    vanilla style, so a full level of them would be a nightmare. The mini
    guilds only start showing up after level 15.

    Meeting randomly one or two in the deeper dungeon levels - I suppose
    that would be like in EvilHack? - I'd consider sufficient.

    But a mini-club of 3-5 player monsters would also be an advance.

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to Erik L on Tue May 2 19:45:00 2023
    Hi Eric

    On 18.03.2023 07:25, Erik L wrote:

    Janis, hello I'm Erik (hackemslashem), I've actually read a bunch of
    your posts over the years. I have developed a variant called Hack'EM,
    which I originally based on EvilHack, but my main intention was to
    port SLASH'EM to the 3.6.x codebase. I have also ported a lot of
    stuff from other variants (Splice, Un, xnh, THEM, dnh, etc, and of
    course Evil) so it's not SLASH'EM exclusive. Anyway, you might enjoy
    it, check out the wiki page for info on the changes: https://nethackwiki.com/wiki/Hack%27EM. It's also live on hardfought
    and has a windows binary available if you need it (https://github.com/elunna/hackem/releases/tag/v1.1.0).

    If you check it out, let me know what you think - it's still very
    much in development. I'm not sure if replies here will show up in my
    email, but I'll try to check back. Otherwise I'm usually in the
    #hackem and #evilhack IRC channels on libera, or on the roguelikes
    discord.

    I'm coming back to your post after having switched to Hack'EM, now
    playing it for about a week. I read (parts of) the Wiki page, and
    occasionally I had a peek into the source files (objects, artilist,
    monst, and some *.des files). Not much experience yet to provide a
    qualified response. But since I'm not active any more here in RGRN -
    apologies if some open replies have remained unread and unanswered -
    I wanted to provide some impressions at least about your suggestion
    to try out Hack'EM since you explicitly asked for my opinion.

    My first characters died, and I suppose my current randomly chosen
    dwarven Valkyrie is still alive at T:35k because it's as in Vanilla
    one of the easier race/role combinations. I finished Sokoban and the
    Mines, and I had just visited the Town branch. Early altars provided
    a good melee artifact, the Gungdir (a spear), and later I also got
    Mjollnir (never used it; the expert +5 artifact spear is very good).
    I also got the artifact shield Pridwen, and I am currently at Expert
    skill (and I'm able to enhance it to Master, but yet abstained due
    to the skill slot limits and skill management tactics).

    The problem with that game was that I did not find any portable bag
    or sack, most vulnerable items (scrolls and potions) thus stashed at
    various places and unidentified. All the spear variants I collected
    for ranged attacks occupied quite some inventory slots as well, but
    having an effective ranged missile attack proved to be quite good to
    survive. Very late I finally found a leather bag, but I mistook it
    for a medical kit, so only a lot later I tried to put things into
    that bag. Two blessed smoky potions got only one vanishing djinn.
    A late appearing magic lamp - the haunted orc mine town had only
    oil lamps - got blessed and the djinn provided Perseus' Wallet,
    thanks to the artifact wish counting implementation! The fun thing
    was that the previously found bag was also a bag of holding, as a
    full inventory identification showed; it didn't occur to me that
    this "leather bag" could also be this sort of bag (something I'll
    have to get used to, and next time I know). - Good that I haven't
    tried to put that bag into the artifact bag of holding by accident.

    The levels thus far were fine. I did not miss Gollum's branch.
    Being able to enter mine-town - even though the orc variant isn't
    that interesting - was good. I had some respect for the mines-end
    level; on entry I feared it was that "Deluxe variant", but it
    turned out that it was the beehive-level. I finished it without
    problems but abstained from the air elementals and left the wand
    where it was, didn't descend deeper. Had a luckstone, so I left.
    Some new Sokoban levels were not as hard as I perceived Slashem's,
    and the zoo could be cleared with some care taken. The bad news
    was that I didn't get the bag but a marker. (See above about my
    dire need for some bag at that stage.) I cannot say that I like
    the predominant implementation in some variants that determine
    the prize randomly; I think it would be okay to have the 1-in-3
    choice of the prize type without an additional 50% random choice.
    I would find it better if all these items could be found in some
    branches (like Slashem's speed boots @spiders or magic lamp @sea).
    But okay. The Town branch was also new to me and from the infos I
    had I wasn't quite sure how the design actually is. In practice
    it was (in my game) three levels (the dat/*.des files show more);
    open land with rivers, then some detailed level with thugs, and
    a final town level (resembling one of Slashem's kobold levels).
    The documentation about the level design provides some more infos
    (longer branches instead of single-level branches, cavernous hell,
    outdoor sceneries) and the Town branch already shows that very
    well. I like it.

    The monsters I met were manageable; but I also had an excellent
    artifact weapon and don't know how that would be with a race/role
    that isn't as easy as a dwarven Valkyrie. On the Wiki page I read
    that there's locusts and shambling horrors, but yet I haven't met
    these in this variant. I've already written (for another variant)
    what I think about these monsters in general and especially if
    they appear early. I cannot tell whether I was just lucky to not
    have met them, or whether they appear later in Hack'EM. I don't
    think adding these as I know them from Evilhack is a good thing.

    Yet I don't know how many instant-deaths are to expect; after my
    recent experiences in Evilhack (and since there's a lot borrowed
    from that variant) I fear that I had been just lucky in my game.
    (So I cannot yet tell an opinion here about that crucial point.)

    Generally it seems that variants borrow features from each other,
    thus adding a lot of complexity. Personally I think that the
    resulting bazillions of combinations (thinking of weapon types
    and materials) add more to complexity than to game-play. Maybe
    we can consider that junk pile of object variants littering the
    dungeons as a realistic picture of our consumer-item-polluted
    Real Life earth. ;-) Some changes I read about in the Wiki seem
    quite reasonable to me, but yet I've seen and experienced only a
    subset. Certainly worth further exploration.

    So much for my first impression on Hack'EM. - Happy hacking! :-)

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to Janis Papanagnou on Tue May 2 23:13:12 2023
    On 02.05.2023 19:45, Janis Papanagnou wrote:
    On 18.03.2023 07:25, Erik L wrote:

    If you check it out, let me know what you think - it's still very
    much in development. [...]

    Erik, another thing I already elaborated on in a post about Evilhack
    and just noticed in the current game...

    After I accidentally hit a monster from an Elbereth square and I got
    the message "You feel like a hypocrite." I inspected my alignment
    record, and it now says: "You have seriously abused your alignment."
    No idea what I did beyond that mishap to get that penalty - I assume
    it is irreversible, as in origin. Needless to say that what I think
    to be a bad design element in one variant...

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to All on Thu May 4 14:15:11 2023
    On 18.03.2023 07:25, Erik L wrote:

    If you check it out, let me know what you think - it's still very
    much in development. [...]

    Some more feedback...

    Entered the Black Market. I like the layout and having specific shops.
    The warning message at the beginning made me ask myself whether my
    usual robbing tactics would also work in Hack'EM, but I didn't dare
    to try that out. - But it also seems not necessary; some swamp ferns
    turned up and some shopkeepers tried to kill them - they died, and
    they left the shops unattended, and I'm free to take the items with
    me, it seems. Moreover, these monsters seem to reproduce themselves
    ("The swamp fern releases a spore!")? - So I suppose that there's a
    new simple way to rob the Black Market without getting into troubles?
    Though, I'm not sure that this was intended.

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to Janis Papanagnou on Thu May 4 15:17:14 2023
    On 04.05.2023 14:15, Janis Papanagnou wrote:
    On 18.03.2023 07:25, Erik L wrote:

    If you check it out, let me know what you think - it's still very
    much in development. [...]

    Some more feedback...

    Entered the Black Market. [...]

    Game over.

    Some monster inflicted Fear at me. I had no control; my moves were
    directed towards a shop that I managed to enter. I could even lock
    the door, but that fearsome monster entered the door square and
    continued his attacks. The fear attack lasted too long, I tried a
    desperate teleport zap at that monster (with the shopkeeper close
    and all these items around). I was sure that chances will be high
    that I miss and get all the negative effects from the Black Market
    but I that place isn't allowing self-teleports, I think. When the
    shopkeeper got mad my HPs dropped quickly. Then the in-game Fear
    vanished while my real-life fear to lose that fabulous character
    emerged. A desperate zap of teleport at the shopkeeper to obtain
    some time to sort myself lead to summoned humans around me. Not
    even one breath later I was dead.

    It's a pity; I had collected quite some items in the Market to
    further develop my equipment. A lot of scrolls of enchant armor
    (that were rare in the game; found just one), quite some scrolls
    of identify (for all the unknown loot I collected; previously I
    I got only one full-ID). The ring-shop wasn't yet raided (I was
    still missing some important rings), but that shop was the source
    of these spores that had killed the shopkeepers, so I intended to
    get there later. There was also a potion shop, but many monsters
    seem to have equipped themselves with potions so I couldn't tell
    whether there were still interesting ones for me. Amongst the yet
    unidentified items were +4 speed boots.

    I don't recall what monster it was that inflicted Fear on me
    (a bodak or banshee maybe). Anyway. - What would be the defense
    against a fear-attack? Would a blindfold have already helped?
    Reading annihilation would probably have been a bad idea while
    being under the fear-effect?

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Mobi Leuser@21:1/5 to All on Thu May 4 06:30:20 2023
    I don't recall what monster it was that inflicted Fear on me
    (a bodak or banshee maybe). Anyway. - What would be the defense
    against a fear-attack? Would a blindfold have already helped?
    Reading annihilation would probably have been a bad idea while
    being under the fear-effect?

    Janis

    In the early game, easiest way to cure fear is to quaff booze.
    The best way is a ring of psychic protection (cures + protects).
    To defend against getting the fear: depends if it's sound or sight based.
    Yes, blindfold helps against sight-based attacks. In case of sound, you need sonic protection (or some way to be deaf).
    Some armor items have the sonic protection property, toque has it inherently. There is also a ring of sonic.
    Dragonbane defends against all fear attacks by dragons.
    Fear affects your movements, but all other actions should still work as normal.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)