The NetHack dev team is happy to announce the release of NetHack 3.6.1
groups.google.com
groups.google.com
I've been spoiled by Crawl's autoexplore, its richness of gods and god-granted powers, its colors (in text mode, not tiles), and many other new features and innovations. That said, Nethack is still the deeper game in so many ways. Crawl's "don't do it like Nethack" approach has prevented it from taking all sorts of great ideas from Nethack and making Crawl in to a richer game -- things like making more advanced use of pets (like training them to steal from shops), more things to do in shops, use of altars beyond merely converting to a god, use of potions beyond merely drinking them, more uses for item inscriptions, all the ways to combine items, the list goes on and on.
All this makes Crawl seem like the shallower game, though it's still plenty of fun, and I still play it to the exclusion of most any other roguelike for now. There's a lot of room for improvement, though. I just wish they'd take more of the best parts of Nethack and make Crawl even more fun.
That stuff is mostly tedious and frustrating though.
> use of potions beyond merely drinking them
That one is fun, sure. But arguably a bit non-obvious.
Not that it's your (or anyone's) responsibility to do this, but quick reminder that both Crawl and Nethack are completely Open Source. So if anyone ever wanted to do a downstream fork that was pure Crawl + a few Nethack features... they could.
Just want to maybe stick the idea in someone's head.
Nethack is often brought up as a jewel of Open Source games, but its development style closely followed closed source methodologies. By comparison, most closed source early access games today have more open and transparent dev cycles than Nethack ever did. That's a side topic, but Open Source game design is a really interesting topic all by itself that I wish more people would talk about.
In any case, source dump models are in a lot of ways even better for downstream forking, because you don't have to regularly integrate new patches in. Whenever a new version of Nethack comes out you'd have to merge in the changes from that version, and then reapply whatever patches you made.
The wonderful thing about Open Source is that your patches don't always need to be included proper. :)
Don't bother. Just join the impatients:
http://nethack4.org/media/nethack4.git git@github.com:tsadok/nethack4.git
Some changes from NH4 trickle back into 3.6.
Dungeon Crawl on the other hand is a lot friendlier, in general the mechanics are well explained and you know what to expect and how things work. Contrast for instance the curse mechanic between nethack[1] and DCSS[2]. Nethack is obviously a lot more intricate but good luck figuring out all of that on your own, and good luck finishing the game if you haven't figured out most of that.
NetHack comes from the opposite angle. It's the D&D world your brother's friend spent all summer creating while you were away on vacation. It's best enjoyed on a rainy Saturday afternoon when you've got a clear schedule ahead. Gamers might call it tedious or repetitive, but then so is knitting or dicing vegetables by hand. It's just not meant for people in a hurry.
It's a meditative exercise that also happens to be pretty challenging if you aren't a Munchkin. In that sense it's kind of like correspondence chess for one: sure, nobody's stopping you from cheating (or using other meta-game exploits) but you're really robbing yourself of a lot by doing that. On the other hand, reading books on chess theory (or the NetHack wiki) is just fine.
Ah, now I want to log back on and do a run :) I'm curious to see how the game has evolved since I last played.
Looks like my last win was 5 years ago, wow!
The issue is that if you die by having a cursed ball and chain fall onto your head while descending a staircase, the screen doesn't transition to the lower level so it's not clear on which level the bones file would be generated. (Per emails from the dev team, it does get correctly generated on the lower level.) Apparently fixing this issue somehow required rewriting huge portions of the graphics engine, which probably explains the snarky comment next to the bug in the issue tracker. :-)
NetHack 4 is geared towards progression of the game and staying up to date with the changing world rather than mothballing the old game. It's a separate project from NetHack 3.x, with different goals and development teams.
NetHack 4 is a radical shift for the game, and many of its ideas were incorporated into NetHack 3.6 (the upstream project), I think even its developer was placed onto the devteam for upstream NetHack while maintaining the fork simultaneously. It's a cool project, but NetHack 3.x is the conservative one, both in gameplay and in maintaining ports to operating systems of yesteryear (they clearly aren't against removing them, but they support them when there is at least one person to maintain it).
https://github.com/vim/vim/commit/48e330aff911be1c798c88a973...
[0]: https://github.com/tsadok/nethack4/tree/master/libnethack
DOSBox has accidentally achieved write-once-run-anywhere.
> "Elbereth" now erodes based on attacks by the player, not monsters scared
> Allow taming monkeys and apes with bananas
> Peacefuls may react when you attack other peacefuls
Also, I'm happy about these QoL changes:
> New status line conditions Stone Strngl Deaf Lev Fly Ride
> Give feedback just before timed levitation runs out
So... "elberethelberethelberethelbereth" won't work anymore, either.
That puts Elbereth back into useful territory. The way it was nerfed in 3.6 made it borderline useless when encountering a single foe that outmatched you, and entirely useless encountering a group.
This is possibly bad news for people who thought that maybe The Problem With Nethack™ was that it was too easy to get out of the early game, but probably good news for everyone else.
(Seriously folks, there's no reason a static site like this should need JS enabled to read, except for tracking purposes.)
But sure, there are still more traditional ways to read newsgroups than the Google Groups interface.
set force_authentication 1
nnrpaccess news.eternal-september.org [user] [password]
then ran something like slrn --nntp -h news.eternal-september.org --create
and L*nethack
to select rec.games.roguelike.nethackthen do
s "happy to ann"
to do a subject search going forward, then read the message.Page down and up with space & b, etc.
It's been a little while since I used a newsreader and I didn't use to slrn, so took a few minutes to get used to.
https://groups.google.com/forum/?_escaped_fragment_=topic/re...
Edit: note that URL redirects back to the JS-only version if you have JS enabled
https://developers.google.com/webmasters/ajax-crawling/docs/...
NB: NoScript rewrites Google Groups URLs automatically for you.
- Hack (1984) http://crpgaddict.blogspot.com/2015/04/game-186-hack-1984.ht...
- NetHack 2.3e (1987) http://crpgaddict.blogspot.com/2011/01/game-38-nethack-1987....
- NetHack 3.0 (1989) http://crpgaddict.blogspot.com/2012/06/game-71-nethack-30.ht...
I could never get into any other roguelikes, but I LOVE Dungeon Crawl Stone Soup. I easily have over 100 hours in it, and just recently finished an actual game for the first time (15 runes, Gargoyle Hunter).
And what a success that was...
Crawl development strives to eliminate grinding and eliminate tedium. Players should never be rewarded for performing repetitive actions. Every choice should be meaningful. This has been the case since the game's revival in 2006 and goes back to the introduction of the food clock in Rogue. A few years back I asked Ken Arnold about the food clock. He introduced it because a timer is a great way of making stupid, time consuming strategies useless. Crawl follows in this tradition.
We removed the requirement that you have a bladed weapon to butcher corpses. Why? Because it's a game and not a murder-hobo simulator. If you need a fix for mindless simulationism you might enjoy Dwarf Fortress, the premier dwarf terrarium.
> Are there any other similar games (proper roguelikes or not) you've found as enjoyable as DCSS?
Brogue is the finest Roguelike ever made. By happenstance, pender was my neighbor back when I lived in the valley.
I had dozens of Minotaur Fighters and Gargoyle Fighters that made it up to 7+ runes before dying. The worst death by far was a MiFi that died to Hellion Island because I was playing in bed, shifted my body slightly, and then accidentally held down the space bar for a few seconds right as I encountered it for the first time ever. Oops!
I am surprised no one has expanded on the DCSS experience in regards to auto/manual yet. The ability to seamlessly switch between automated exploration/combat and precision controls is the killer feature that kept me hooked, I think.
OK, now I have a nine-rune game going (just missing abyss and pan runes).
For anyone else that feels the same, Cataclysm DDA is a great choice. It features open dynamic world with no hard-coded goals, lots of survival mechanics, vehicle and base building, different ways to advance (skills, equipment, mutations, implants) and countless ways to approach any situation.
The game can also be very atmospheric - my @ once got sick so I parked my RV out of danger's way, spent the day reading books, listening to rain hitting the rooftop and planing my next move. It's an experience unlike any other game.
I've personally won four times (with Valkyries and Barbarians, two of the easiest classes) and once got a Priest to the Astral Plane and died there. :-( Recently I've switched to Crawl, also a great Roguelike with a very different philosophy.
Watching other people play on NAO and/or asking people for help or advice should really improve your NetHack skills!
That is quite a modern concept. Back in ye olden times, people just played local versions of games, and won, and didn't announce their achievements to the world. I am sure there is a plethora of people who won and just didn't brag about it.
Not necessarily. You can give players enough information to theorethically enable deduction of the correct choices, will still making the deduction hard. Mixing up my genres, Go is like this, where the rules are very simple and it's just that deriving good gameplay from them is a tricky problem that takes a long time.
https://groups.google.com/forum/#!original/rec.games.rogueli...
I suppose the time spent was worth it for them.
One of the big thing is knowing enough to recognize when you're in danger, before you're in danger. Stuff like "That q is too tough for me to take right now", or "I'd be screwed if that n steals X", or "I don't have poison resistance yet, so I better not fight those o at range," or "It's dangerous to be in the mines with this AC and no source of light." This comes with experience.
Another big part of it is understanding the sequencing, and how to build an ascension kit. Do you want to try to get to minetown early to grab a magic lamp? When is it safe to go to mines end, and do you need magic resistance to do it? What's the earliest you can take on a unicorn?
There are lots of other tricks (identifying wands, potions, etc), clearing the big room safely, finding the portals on the elemental planes, stealing from shops, what gives resistances, maximizing wishes, etc.
Ultimately, Nethack got boring for me because the late game is too long, and doesn't differ much between different classes. Ascension kits tend to be very similar (GDSM + silver shield or SDSM + CoMR?). I really liked what Derek Ray did with Sporkhack, and I never managed to win that, although I died on astral a couple times.
(None of that came without playing a lot of games where I did poorly over months and months, along with some liberal use of explore mode, and reading a lot of spoilers. It's a time investment for sure, not necessarily a wise one.)
Unless you require "honestly" to avoid having ever read the source code. This is one of the rare games where I think understanding the source actually improves the gameplay. There are soooo many interactions that you can't possibly factor it all in; you just sort of get a sense of the programmers' philosophy and that guides the rest of your play. You would have to spend your whole life playing NetHack to develop a thorough understanding of the game rules; you only have to spend 1/10 of your life reading the source to get an equivalent perspective.
It's the only game I can think of where spending 1/10 of your life developing a perspective on it is actually time well spent. The source code (and the comments!) are a joy to read.
What's hard is winning with various voluntary conducts[1], like atheist, pacifist, foodless, etc.
I concur with others. Elbereth was useless w/o a wand of fire in 3.6.0. Taught me to learn new survival habits, like staying much closer to my pet and making sure I can always go from burdened to unburdened by dropping only a sack.
Ascending is mostly luck and discipline, and the discipline comes from practice and focus. I find playing nethack calming, and it's a good way to measure how well I'm able to stay in the moment. If I die stupid, it's usually because I'm not all there.
If I'm doing something new, and I am uncertain about what my odds are, I'll read the source code.
I've only modified the source in 3.6.0 to create a general random number generator using a more robust (and more consistent) algorithm than is likely used in most libc variants. My interest there was mainly in perfect cross-platform state reproducability given the same key sequence.
(Ripped from sone book, but should be mantra for rogue players)
3.6.0 is hard thanks to Elbereth being significantly nerfed. I've ascended a few times, but it was much more luck-based due to the early game being much harder. 3.6.1 should be significantly easier due to its reboosting of Elbereth.
---
Read the excellent wiki, spam Elbereth as much as possible, don't get trapped in open rooms, establish good playing habits, and go slow. Much of Nethack's late game is dependent on good habits.
IIRC, we didn't even really read up on anything spoilery until we were getting down to the castle occasionally. Learning to survive the early-game was a journey both fun and frustrating.
https://github.com/krajj7/BotHack
https://www.reddit.com/r/nethack/comments/2tluxv/yaap_fullau...
Edit: I remember looking at BotHack at the time and being surprised at how extensively and elaborately hard-coded the strategy and evaluations were. This is definitely not machine learning!
Edit 2: HN discussion at the time: https://news.ycombinator.com/item?id=8990869
Here's an example method: https://github.com/krajj7/BotHack/blob/master/src/bothack/be...
(defn- read-book [game]
{:pre [(have game book #{:noncursed})]}
(if-not (invocation-complete? game)
(if-let [[slot _] (have game "Book of the Dead")]
(with-reason "reading the book"
(->Read slot)))))There's a long history of using bots (they weren't really smart enough to be called AI, but they did "learn") to play games like this.
Long before Nethack there was Rogue. And then, 37 years ago, there was Rog-O-Matic. As Wiki describes it:
Rog-O-Matic is a bot developed in 1981 to play and win the computer game Rogue ...
Described as a "belligerent expert system", Rog-O-Matic performs well when tested against expert Rogue players, even winning the game.
If you find NetHack a bit too intense for you, and are looking for a more casual approach, give Pixel Dungeon on Android a try.
It's not only fun, but also free software.
Being 13 at the time, that was my first time hearing about NetHack, and I decided to try it eventually.
They should rename it Kobayashi Maru!
I read endless spoilers and how-tos and couldn't even get close to the Quest without cheats.
https://www.nethack.org/v330/spoiler.html
I'm wondering if these types of categorical errors like 'BUGFIX: kicking cockatrice meat while barefoot now stones you' can be eliminated by writing in a language with a more advanced type system that'll check for these things at compile time instead of relying on years of hard labor and the stone knives and bearskins of C.
I'm looking at the logic around eating and it's craaaaazy https://github.com/NetHack/NetHack/blob/NetHack-3.6.0/src/ea...
Ultimately I'm asking if even though "The Dev Team Thinks of Everything" to not have to rely on that when designing a game.
https://www.youtube.com/playlist?list=PLHzN3MktVPzVdFNz7WYwG...
For more advanced mechanics & spoiler http://www.steelypips.org/nethack/
There is also a NetHack wiki https://nethackwiki.com/wiki/Main_Page
You can download session files from players and play it on your machine, their configs are also available on the website.
> We think you can't do that in a playable way without compromising the basic idea of being able to think as long as you want about what you're doing, but many people have made many different suggestions as to the one obvious way to handle things. If you still like the idea, you can try Crossfire, a multiplayer roguelike for UNIX/X11. Other games to check out are MAngband and Diablo
Essentially, NetHack has a different concept of turns than Civ. NetHack uses turns as a discrete time resource whereas Civ uses the more conventional boardgame style rotation. You could try to convert NetHack into the Civ model by giving the player a number of action points based on their speed but this would allow fast players to move around a corner, take an action, and retreat without the enemy getting a chance to notice them. This would fundamentally alter the balance of the game.