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The NetHack dev team is happy to announce the release of NetHack 3.6.1

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Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#101
post #99
post #25

Earlier quoted context omitted.

Wait, your first-ever victory was a 15-rune game?

I’ve never been able to bring myself to ascend a 3-rune game either. By the time I get to zot, I know I can win — why not go for the bonus round? I don’t think I’ve won (though I cloned my save file one time to try both 3 and 15 one time and did technically win the 3). My closest was a wipe on sentinel island at 13-14 runes.

Huh, this seems like a new way of thinking about Crawl to me as I've only ever won three and four runes, and I've never collected more than six in a single game. So it still feels like a huge gap from that to 15!

Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#102
post #3
post #2

Apparently the patch for the bug I reported in 2004 (C343-20) didn't make it into this version, despite being fixed four years ago. The glacial timescales are kind of endearing at this point.

They just moved to github so maybe time will be measured in months instead of decades.

They didn't move to github, they just maintain a mirror on github.

Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#104
looking at some of the the bugs that have been worked on over the past:

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.

Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#105
post #33
post #31

Has anyone programmed an AI to win Nethack? It seems like an obvious thing to try.

Yes! 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

I found the source code to be absolutely fascinating, beautifully written, easy to parse and understand why and how various actions will happen.

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)))))

Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#106

Nethack is the game I've played more than any other.. having played it literally for decades and decades. Yet I switched to Dungeon Crawl Stone Soup about 5 or 6 years ago, and really haven't gone back except to try Nethack again every now and then only to feel it too painful and slow to continue playing. I've been spoiled by Crawl's autoexplore, its richness of gods and god-granted powers, its colors (in text mode,…

> I just wish they'd take more of the best parts of Nethack and make Crawl even more fun. 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.

How do you submit patches for inclusion in nethack proper? Just spent five minutes wandering nethack.org, and am still fairly convinced that it's a "source dump"-style project, not something that you can just submit a patch on their reviewboard.

Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#107

Is there a multiplayer+easy mode of the game? I'd really like to play it like D&D, with a party.

There are a whole lot of multiplayer, D&D-like online games with NetHack and other roguelikes in their inspirational ancestry (some of which are actually branded as D&D games.)

Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#108

Nethack is the game I've played more than any other.. having played it literally for decades and decades. Yet I switched to Dungeon Crawl Stone Soup about 5 or 6 years ago, and really haven't gone back except to try Nethack again every now and then only to feel it too painful and slow to continue playing. I've been spoiled by Crawl's autoexplore, its richness of gods and god-granted powers, its colors (in text mode,…

Crawl consumed my spare time for some years, i even got good enough to streak 4 wins in a row. I disagree that it's a shallower game. Crawl is streamlined, yes, but the game mechanics are so finely tuned that at a tactical level its depth surpasses Nethack. That is, if you play an interesting combination and not MfBe or something :p The tactical complexity leads to strategic complexity at the margins when you're pushing for low turn count wins or streaks with difficult combos.

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.

Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#109
post #91
post #64

Earlier quoted context omitted.

Yep, I only ever tried for 15-runes

Wow, congratulations!

Haha thanks, it was definitely a great feeling. I feel like I "beat" DCSS and haven't had any real desire to play since, but it's for the best I think...

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.

Re: The NetHack dev team is happy to announce the release of NetHack 3.6.1

#110
post #76

Earlier quoted context omitted.

Ugh, that kind of development approach gets my skin crawling for some reason.

Hey, I was a crawl dev from 2009 until whenever I pushed my last commit. Your reaction suggests that you're either unfamiliar with or misunderstand crawl's development philosophy. 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 ba…

Just wanna say thanks for your contributions. Are there any other similar games (proper roguelikes or not) you've found as enjoyable as DCSS?
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