Anyone have recommended resources for learning how to play?
For more advanced mechanics & spoiler http://www.steelypips.org/nethack/
There is also a NetHack wiki https://nethackwiki.com/wiki/Main_Page
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Anyone have recommended resources for learning how to play?
For more advanced mechanics & spoiler http://www.steelypips.org/nethack/
There is also a NetHack wiki https://nethackwiki.com/wiki/Main_Page
Has anyone won this game honestly? I've patched the C code and only got so far. I tried savefile hacking and that didn't get me to the end. I was only able to win by compiling a version with debug symbols and playing inside the debugger. (eg. find the flag for the Wizard of Yendor's invisibility status and clear it.)
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!
Has anyone won this game honestly? I've patched the C code and only got so far. I tried savefile hacking and that didn't get me to the end. I was only able to win by compiling a version with debug symbols and playing inside the debugger. (eg. find the flag for the Wizard of Yendor's invisibility status and clear it.)
I'd like to plug DCSS here: https://crawl.develz.org/ 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).
The most game-changing additions, IMO: > "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
>"Elbereth" must now be the only engraved text on a square to function So... "elberethelberethelberethelbereth" won't work anymore, either.
Anyone have recommended resources for learning how to play?
Official guidebook for basic knowledge http://www.nethack.org/v361/Guidebook.html 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.
Has anyone won this game honestly? I've patched the C code and only got so far. I tried savefile hacking and that didn't get me to the end. I was only able to win by compiling a version with debug symbols and playing inside the debugger. (eg. find the flag for the Wizard of Yendor's invisibility status and clear it.)
Yes, in fact NetHack is supposed to be a more forgiving roguelike. See http://nethack4.org/blog/strategy-headroom.html
I'd like to plug DCSS here: https://crawl.develz.org/ 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).
I find DCSS's development goals very interesting in contrast to Nethack. While Nethack is widely famed for "the dev's think of everything", DCSS has been on a streak of streamlining mechanics, such as the latest release collapsing all food items to rations instead of the pizza, royal jelly, and others. Though rip wand of healing.
Has anyone won this game honestly? I've patched the C code and only got so far. I tried savefile hacking and that didn't get me to the end. I was only able to win by compiling a version with debug symbols and playing inside the debugger. (eg. find the flag for the Wizard of Yendor's invisibility status and clear it.)
Yes, in fact NetHack is supposed to be a more forgiving roguelike. See http://nethack4.org/blog/strategy-headroom.html
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.