- NerfHack
- QUALITY OF LIFE FEATURES
- INTRINSICS AND EXTRINSICS
- MECHANICS CHANGES
- Instakills
- Wishing
- Genocide has been nerfed and renamed to Exile
- Slow Luck timeouts (modified)
- Pet behavior
- Price Identification Nerf
- Polymorphing Objects and Polypiling
- Poly-Self
- Elbereth and Scare Monster
- New Grease Effects
- DEMON AND DEMON LAIR CHANGES
- Endgame Changes
- Farming Nerfs
- Underwater mechanics
- AC nerfs & buffs
- SKILLS AND EXPERIENCE
- ITEM CHANGES
- NEW ITEMS
- ARTIFACT CHANGES
- NEW ARTIFACTS
- NEW MONSTERS
- MONSTER CHANGES
- MONSTER BEHAVIOR
- MONSTER SPELLCASTING
- ROLE CHANGES
- NEW ROLES
- PLAYER RACE CHANGES
- NEW RACES
- SPELLCASTING CHANGES
- DUNGEON CHANGES
- SPECIAL ROOMS
- ALTARS, PRAYER, AND PRIESTS
- THE QUEST
- MISC CHANGES
- CREDITS
This changelog exists to track the changes in NerfHack: https://github.com/elunna/NerfHack.
- Chaotics do not get alignment penalties for angering, attacking, or killing peacefuls (xNetHack)
- Running and traveling no longer pushes boulders (xNetHack)
- When traveling, engravings on graves will not be stopped on or considered 'interesting'
- When traveling, the player will avoid ice and puddles.
- Stop occupations when the hero is caught in a poison gas cloud
- Allow lighting only 1 candle in a stack (GnollHack).
- Inform player when casting healing at monsters with full HP.
- Swapping weapons take 0 turns (dNetHack)
- A welded cursed quarterstaff doesn't block spellcasting (xNetHack)
- Crysknives are never auto-quivered
- Launchers don't count as weapons for the 'hit with a wielded weapon' conduct
- Give enchanting vibrate warning for all weapons and armor when using scrolls of enchant weapon or armor (Dynahack)
- The spellcasting skill bonus no longer applies after you can advance the spell school past basic.
The following safeguards were added to protect players from exploding bags:
- Players cannot put known wands of cancellation or magical bags into identified bags of holding. Keep in mind, unknown wands and bags are still dangerous and should be handled with care until formally identified (dNetHack)
- Players are prevented from tipping known explosive items into identified bags of holding
- Empty wands of cancellation may still be placed inside bags of holding (no risk of blowing up)
DISCLAIMER: Bag of holding explosions are not prevented when confused or hallucinating!
- Another subtle but helpful change: bags are not susceptible to burning up when lava walking. In Vanilla this was never the case, but in some variants bags can sometimes burn up unless foo-proofed.
A general design philosophy of NerfHack is to automatically identify items that are unambiguous from various effects. If a quick wiki lookup is all that is needed (ie: sink ring identification) let's save the player from opening up a browser.
- All roles start out knowing potions of water, blank scrolls, and scrolls of identify (one exception is cave dwellers, who don't know scrolls of identify)
- When dropping a container on an altar, the BUC status of all contained items is revealed (NetHack4)
- Your primary wielded weapon is auto-identified after killing enough monsters with it (EvilHack)
- Auto-identify rings of increase damage and accuracy with enough experience killing monsters.
- When you have expert skill in a weapon type, you can wield those weapons to auto-id the enchantment (only for non-missile weapons)
- Auto-ID potions of acid when water explosions result from dipping (xNetHack)
- Auto-ID potions of acid when a lichen corpse is dipped into one
- Auto-ID potions of sickness when they coat a weapon in poison
- Auto-ID potions of sickness and fruit juice when dipping a unihorn in sickness
- Auto-ID potions of see invisible or fruit juice by process of elimination when quaffed.
- Auto-ID potions of restore ability when quaffed
- Auto-ID potions of booze when quaffed
- Auto-ID amethyst, fruit juice, and booze when dipping amethyst into booze (Fourk)
- Auto-ID some potions when inhaling their vapors (xNetHack)
- Auto-ID scrolls of scare monster when they crumble from being picked up (UnNetHack)
- Auto-ID scrolls that have obvious effects when read:
- scare monster
- confuse monster
- food detection
- remove curse
- flood
- scrolls of enchant armor when they erodeproof armor or create dragon scaled armor
- Auto-ID rings dropped into a sink (UnNetHack)
- Auto-ID rings of regeneration upon wearing
- Auto-ID +0 rings of protection (if MC is increased)
- Auto-ID wands of cancellation after they destroy a bag of holding (UnNetHack)
- Auto-ID most wands when engraving (xNetHack)
- Automatically use a process of elimination for auto-identifying wands when available (UnNetHack)
- Auto-id flint stones yielded from applying rocks to each-other
- Auto-ID most musical instruments upon use (UnNetHack)
- Auto-ID magic lamps and oil lamps when #rub is used (UnNetHack)
- Auto-ID dunce caps when one is first put on (UnNetHack)
- Auto-ID jumping boots when they are worn (UnNetHack/Ace)
- Auto-ID water walking boots when they waterwalk (xNetHack)
- Auto-ID kicking boots when you #kick when them
- Auto-ID BUC of products from BUC identified tinning kit or horn of plenty (UnNetHack++)
- Auto-ID BUC of wands when they backfire
- Auto-id bags of holding when items are added or removed
- Blessed stethoscopes can identify eggs (EvilHack/Sporkhack)
- Make rustproof/erodeproof/fixed known by default (Dynahack)
- Items that are 'lost' from the players inventory are longer un-identified.
- Created a new splash screen for the Windows build.
- A detailed object and monster Pokedex is available in the in-game lookup (xNetHack/UnNetHack/HackEM)
- Farlook any monster (press '//'), then press ':' to access the pokedex entry
- You can also search for a monster or item: press '/' then '?', then type the name of the thing you want information on.
- For item details, open your inventory and press the letter of the item for info.
- Object lookup also works for artifacts (HackEM)
- Peaceful monsters are underlined [TTY and curses] (xNetHack)
- Magic cancellation (MC) value is shown on the bottom line (EvilHack)
- Skill caps and percentage towards next level is available in #enhance
- Show available skill slots in #enhance menu (Dynahack)
- Show if a monster ignores magical scaring or Elbereth in the pokedex info.
- Add inventory weight/carrycap and n/52 items display
- /> or < can be used to autotravel to stairs (autostairtravel option)
- Display AC values for armor in the hero's inventory (SpliceHack)
- Prayer statistics (last prayed, reconciled, received a gift, divine protection) can be viewed in the attributes screen (via Ctrl-X)
- All position prompts may be aborted
- Show warning level 0 for very weak monsters (Dynahack)
- More descriptive combat messages have been added to enhance hits and misses (xNetHack)
- The SLASH'EM style message is used for getting zapped by cancellation
- Show explicit messages for objects that are randomly cursed from monsters cursing your items or wizard harassment (Dynahack)
- Print an explicit message when summon nasties occurs as part of wizard harassment
- Special room and special level walls can have their own unique coloring (SpliceHack/xNetHack)
- Enabled autocomplete for #twoweapon
- Enable full options by default
- Disabled #chronicle from auto-completing (so #chat will autocomplete as normal)
- Disabled farlook help
- Disabled the 3.7 tutorial
- Changed the symbol for sinks back to #
- The hero's color reflects their race (SLASH'EM)
- Suggest donation amount (relative to XP level) when #chatting to priests
- Use NERFHACKOPTIONS instead of NETHACKOPTIONS so it does't clash with NetHack.
- Added a "Rabid" status for when the player is rabid
- Added a "Phasing" status for when the player is phasing
- Don't livelog events in explore mode
- We are able to see more monster conditions on farlook (EvilHack/SpliceHack/xNetHack)
- You can ascertain monsters that are berserking, rabid, and/or spell-beings which appear as "sparkling".
- Farlook also shows amulets and rings monsters are wearing
- We are able to see what weapon a monster is wielding from farlook (EvilHack)
- We are able to see roughly how much armor a monster is wearing on farlook (EvilHack)
- showdamage: Displays damage dealt and flanking bonuses/penalties
- do_not_flip_soko: Enables player to choose whether they want Sokoban levels to be flipped. If enabled, incurs Sokoban penalty for each level used.
- invweight: Show weights of objects in inventory
- autostairtravel: Allow fast travel to stairs with < and >
- hide_old_spells: This option allows the player to control whether spells with 0% retention show up in the spellcasting menu.
- The #wizcrown command has been added for testing crowning (EvilHack)
- The #wizclear (^z) command, clears all monsters on the screen (SpliceHack)
- Wizard mode can override an artifact ignoring you (xNetHack)
- Allow teleportation into unteleportable spots in wizard mode
- Allow wishing (^W) for monsters in wizmode (UnNetHack)
- Changed #debugfuzzer command to just #fuzz
- Allow wishing for specific spell beings
- Show timeouts for sick, rabid, withering, and other afflictions in the wizmode enlightenment menu
- The new Saving Grace feature introduced in 3.7.0 has been disabled.
- The beginner flag is only set true for tourists. This means that you will usually be able to use-test items more effectively earlier in the game.
- Invisibility and see invisible cannot be permanently gained intrinsically (xNetHack)
- Telepathy cannot be permanently gained intrinsically
- Teleportitis cannot be permanently gained intrinsically.
- Teleport control cannot be permanently gained intrinsically.
- Amnesia can make you forget intrinsic telepathy.
- Intrinsic disintegration resistance doesn't protect items from disintegration.
- Regeneration only causes additional hunger when it's actively healing your HP.
- When regeneration is active, it burns twice as much hunger.
- Free action protects from stoning paralysis.
- The chance of gaining levels from wraiths has been reduced using the SLASH'EM version of edible wraith corpses.
- Strength gain nerfs: giant corpses have less of a chance of conferring strength gain (SLASH'EM)
- Lessen confusing messages for confuse monster effects wearing off.
- Passive fire damage burns away slime.
- Unchanging pauses rather than cancels sliming (xNetHack)
- Phasing allows escape from being engulfed (EvilHack)
- Max carry capacity has been raised to 1250, with strength playing a larger factor in its calculation.
- Warn the player that invisibility is about to time out (xNetHack)
- There is an increased CON penalty for getting lifesaved (xNetHack).
- Extrinsic acid resistance only provides 50% damage reduction.
- Magic resistance and spell damage reduction only halve magic missile damage instead of preventing it (EvilHack)
- Half physical damage only provides one-quarter (25%) physical damage reduction.
- Half spell damage only provides one-quarter (25%) spell damage reduction.
- Having really low intelligence (under 6 INT) prevents you from reading most things (EvilHack).
- Low intelligence players also cannot successfully write Elbereth.
- Ported from EvilHack
- Instead of binary resistances where the player either has it or doesn't, the player gradually builds up their resistance from 0% to 100%.
- When eating a corpse, player gains a percentage of certain intrinsics.
- Percentage gained is based on the weight of the corpse; minimum being 2% and maximum at 25% (capped at 100%).
- Tins convey the same percentage from whatever they are made from.
- You will always get a percentage intrinsic from each corpse eaten.
- You receive all intrinsics that the corpse can convey if there are multiple intrinsics it can give (ie: eating a black pudding glob grants a small percentage each of poison, cold, and shock resistance.)
- Damage and effects dealt are adjusted based on the percentage intrinsic currently possessed. Damage reduction is rounded down, requiring slightly more resistance to be effective.
- Gremlins steal (25 + d25)% of your intrinsics
- Cold traps and ice demons also steal (25 + d25)% of your cold resistance.
- Enlightenment always shows the partial percentage acquired for intrinsics. If you have an extrinsic source that will be displayed separately.
- Ported from EvilHack
- Reflection will deflect most, but not all, of the effects of ray attacks.
- Example: You are hit by a cold ray, it reflects off your amulet of reflection, but you don't yet possess cold resistance.
- If you don't have sleep resistance, but you reflect a sleep ray, you will fall asleep for 1d6 turns (which could be lessened by your current level of sleep resistance).
- If you reflect disintegration ray, you still take 12d6 damage (subject to your current level of disintegration resistance).
- If you reflect a death ray, you still take damage and lose max HP. This can be mitigated by magic resistance and spell damage reduction, but is impossible to fully prevent.
- Item destruction from elemental effects (like fire or cold) is prevented when rays are reflected.
- Reflection only provides partial protection from floating eye gazes - the player will still be subject to d2 turns of paralysis without free action. This is weighted on Luck, so the higher your Luck the better the chance to avoid the gaze.
- Medusa's gaze has no effect on her if reflected back from more than 3 squares away.
- If she might be affected by her own gaze, Medusa will protect herself 98% of the time.
- Monsters also have partial reflection, making them more vulnerable to various ray attacks.
- Any level of MC limits the damage if the enchantment on an item is positive.
- If the enchantment is negative, the item's enchantment is cancelled to +0 as usual.
- If it's a potion, scroll, or other item that would be blanked, it also gets an additional save roll.
- With MC0, there is no protection when facing a cancel zap and the standard NetHack 3.7.0 rules apply.
Each level of MC offers a higher minimum that you should expect to maintain. This minimum is not absolute however, there is an additional role (1 in MCx2) to determine if some damage will pass through.
-
MC1: Item enchantments will not usually go below +2
-
MC2: Item enchantments will not usually go below +4
-
MC3: Item enchantments will not usually go below +6
-
MC1: Items have a 1 in 2 chance to avoid blanking
-
MC2: Items have a 2 in 3 chance to avoid blanking
-
MC3: Items have a 5 in 6 chance to avoid blanking
- Displacement protects from gaze attacks, only letting 1 in 3 gaze attacks find the player
- Invisibility protects from gaze attacks, only letting 1 in 3 gaze attacks find the player
- Darkness offers protection from gaze attacks (as long as the player is on a dark square and the gazer doesn't have infravision and the player is infravisible).
- If a gazer is in melee range, it will bypass invisibility and darkness protection.
- Hallucination always protects against floating eye gaze.
- Hallucination negates all incoming gaze attacks, except Medusa's glare (xNetHack).
- Slow digestion now functions in a fashion opposite of the ring of hunger.
- Slow digestion only prevents hunger for 1 in every 2 turns
- The previous Vanilla behavior slowed hunger to only occur 1 in 20 turns
- To bring back the feeling of the 3.4.3 stealth mechanic, the chance of sleeping monsters waking up and growling has been lowered dramatically and is based on luck.
- 0 Luck: 12.5% chance of a monster screaming when roused.
- 2+ Luck: 0.3% chance
- Negative luck has at least a 30% chance of rousing monsters.
- You cannot be Fast or Very Fast while levitating.
- You cannot be Very Fast while flying.
- Stomping boots and Jumping boots block flying.
- Extrinsic fumbling blocks flying (from boots or gloves)
- You cannot jump while flying.
- Items that grant steadfastness will do so even if the hero is flying or levitating.
- Cannibalism causes aggravation for 10-15k turns instead of permanently.
- Eating domestic animals causes aggravation for 5000-7500 turns instead of permanently.
- Intrinsic aggravate monster increases monster difficulty by 5 (stacks with extrinsic).
- Aggravate monster spell cast at hero causes intrinsic aggravation for 50-300 turns.
- Aggravate monster causes monsters not to be scared of musical instruments.
- Having the Aggravate Monster property lets monsters track you.
- Ring of aggravate monster causes pets to attack anything without fear.
- Note: The ring of aggravate monster increases the monster generation difficulty by 15 (this was already implemented in NetHack 3.7, but it's worth including here as a recent change)
- Carrying foulstones also confers aggravate monster
- Allow #terrain whilst impaired (xNetHack)
- Falling downstairs does more damage: 10-19 instead of 1d3. (K-Mod with higher damage)
- Falling down a hole or pit whilst fumbling (or low dex) can make you fall on a wielded weapon.
- Going downstairs whilst stunned always results in falling, confusion sometimes does.
- Don't allow stunned jumping. Confused jumping has a 20% chance to fail (EvilHack)
- Many item actions are now forbidden if you have both hands welded.
- If you (or a monster) are stuck in a pit, the range of wand zaps and thrown items is limited to the squares adjacent to the pit.
- Hallucination affects all item descriptions and appearances in and outside of your inventory (SLASH'EM)
- Auto-pickup is automatically disabled whilst hallucinating.
- You will always hit monsters who are holding you.
- No multishot when fumbling
- It is no longer possible to be insta-petrified by touching footrice or their corpses.
- Bardiches are a new, but rare, source of instadeath. They have a 1 in 100 chance of beheading a monster or you on hit.
- Magic resistance and half-spell damage offers some protection from self-zapped wands of death (or the finger of death spell).
Wands vs scrolls:
- Wands of wishing have been replaced by one-use scrolls of wishing. Whenever a WoW would generate, a scroll will instead generate in its place.
- Scrolls of wishing do not generate randomly.
- The wand of wishing in the Castle has been replaced by a scroll of wishing.
- There are now guaranteed scrolls of wishing located at the Castle, Vlad's Tower, The Wizard's Tower, and Moloch's Sanctum.
Wishing restrictions and effects:
- Quest artifacts cannot be wished for (dNetHack)
- Attempting to wish for quest artifacts doesn't use up a wish
- Artifact wishes only care about previous successful artiwishes.
- Wishes no longer increase prayer timeout (Dynahack)
- Wishing with bad luck causes amnesia.
The chance of receiving the artifact from a wish is:
1 in [number of previous artifact wishes + 1].
- Artifact wish #1: 1 in 1 chance of success (100%)
- Artifact wish #2: 1 in 2 chance of success (50%)
- Artifact wish #3: 1 in 3 chance of success (33%)
- And so on.
How wishes have been suppressed:
- Wishes from thrones are much more rare. The chance of getting a wish from sitting on a throne is now about 1.5%. Whenever a player hits the 1 in 13 chance to get a wish and they don't, they lose 1 point of Luck (this roughly translates to a 6% chance of losing luck anytime you sit on a throne). Once the player is granted a wish from a throne, the throne is guaranteed to disappear (from EvilHack with adjustments).
- Diluted smoky potions no longer can spawn djinnis
- The odds for fountain wishes has been inverted: they are more likely the deeper you are instead of the closer you are to the dungeon entry.
- The lighting shops in Minetown no longer can offer magic lamps, instead they offer magic candles (which are not capable of granting wishes)
There are a few new sources of wishes:
- Using the Deck of Fate can result in a wish if you draw The World card. The deck is then used up.
- If you zap a wand of wonder and trigger the wishing effect (and pass a 1 in 100 roll), you can get a wish. The odds of getting a wish on any given zap are (1/28) * (1/100) for 1 in 2800 per zap.
- A renaming was in order because genocide was heavily nerfed and functions differently from vanilla NetHack.
- Permanent dungeon-wide monster genocides are no longer allowed.
- An uncursed scroll of exile works to wipe out a single species of monster that is in close proximity to the player.
- A blessed scroll of exile wipes out a single species on the level.
- All other effects are identical to the scroll of genocide in vanilla.
- Genocides from thrones have been replaced with a generous gift of gold.
In NerfHack, Luck items greatly slow down Luck timeout rather than stopping it completely - this is similar to how it works in UnNetHack. However, the timeouts have been modified and extended to cover negative base luck situations. The timeouts have also been reduced heavily from the UnNetHack calculations.
The modified Luck timeout depends on how far your Luck is from your base Luck: the higher or lower your Luck, the less the timeout is slowed. The timeout is calculated every turn, meaning gaining or losing a point of Luck could result in that point timing out immediately.
The modified Luck timeout is calculated by the following formula:
Timeout = 25 * (20 - base_distance) * (20 - base_distance)
base_distance is how far you are from your base luck. If your base luck is 0 and you have 3 Luck, the base_distance is 3. If you have -10 base luck and 10 Luck, the base_distance is 20. The following chart shows how many turns it takes to timeout from one luck level to the next and the total turns to reach the base distance of 0.
base distance | Timeout | Time to base Luck |
---|---|---|
0 | ∞ | 0 |
1 | 9 025 | 9 025 |
2 | 8 100 | 17 125 |
3 | 7 225 | 24 350 |
4 | 6 400 | 30 750 |
5 | 5 625 | 36 375 |
6 | 4 900 | 41 275 |
7 | 4 225 | 45 500 |
8 | 3 600 | 49 100 |
9 | 3 025 | 52 125 |
10 | 2 500 | 54 625 |
11 | 2 025 | 56 650 |
12 | 1 600 | 58 250 |
13 | 1 225 | 59 475 |
14 | 900 | 60 375 |
15 | 625 | 61 000 |
16 | 400 | 61 400 |
17 | 225 | 61 625 |
18 | 100 | 61 725 |
19 | 25 | 61 750 |
20 | 0 | 61 750 |