NetHack 5.0.0
11–20 of 186 posts
Re: NetHack 5.0.0
#12Re: NetHack 5.0.0
#13AFAIK, the backend has moved a lot of map generation logic (and exposure of other data) to a Lua API, which is quite exciting as something for people to play with in tooling, forks, mods, etc.
Minor spoilers below:
I heard about some great balance adjustments that help to mitigate over-reliance on a single kit, such as making certain extrinsic resistances (e.g. wearing rings) stronger than their intrinsic counterparts, which adds to the decision-making in choosing what to equip. Another change I'm really excited for is the unicorn horn no longer being usable for "restore ability", so ability-draining effects (of which there are many) are a more significant threat (they were effectively zero threat until now).
Also very cool to hear the quest is now possible to do early (despite being a Bad Idea) as that has great implications for speedrunning or "fewest turns" runs.
Can't wait to dive in!
Re: NetHack 5.0.0
#14I was never any good at Nethack. I think I just get impatient. I could regularly get a bit past Medusa but anything past that definitely involved save scumming. I was always a little jealous of the folks who could ascend regularly. But not jealous enough to, like, do anything about it.
Nethack's always been amazing for the feeling of "the devs thought of everything." I wonder how well that feeling holds up today.
Re: NetHack 5.0.0
#15That was about seventeen years ago. I still have the save file. Today's announcement got me excited about the prospect of finally finishing my game, until I saw this:
> Existing saved games and bones files will not work with NetHack 5.0.0.
Drat.
Thankfully, NetHack is not one of those modern, commercial, online-only games that make it difficult to run old versions.
** SPOILER BELOW ** (in someone's reply to me)
Re: NetHack 5.0.0
#16Re: NetHack 5.0.0
#17https://github.com/NetHack/NetHack/blob/NetHack-5.0/doc/fixe...
Re: NetHack 5.0.0
#18Re: NetHack 5.0.0
#19It comes with some movement quality of life (e.g. moving into a door opens it, moving into an obviously dangerous thing requires confirmation).
If you enable the option, there's color coding of health (green -> full), burden level, and states like poisoning, which I think is new too.
You can filter out messages like "you have displaced your pet".
Re: NetHack 5.0.0
#20I revisited the game a few years ago & was happy to realize I had, in the meantime, grown the necessary patience. Ascending felt great.