Netwhack as an ode to Rogue, Hack and Nethack (Part 2)

Continuing from part 1.

Disclaimer: I’m rambling, and this is all just opinion and speculation, not legal fact (except where it happens to actually be true).

This will reference the major changes in each version up to Nethack 3.6. They will be discussed in part 3.

Hack 1.0.1

Significant changes

  • The pickup (,), option (o) and self-teleport (control-T) commands first appear in this version.
  • The HACKOPTIONS environment variable is recognized for the first time.
  • The tag “(with amulet)” now appears in the record file entry when an adventurer has the Amulet of Yendor in his possession at the end of the game.
  • Vault teleporters and the “ad aerarium” inscription appear for the first time.
  • The lurker above is now “‘” instead of “~”.

The adventurer

The player may choose a Tourist, a Speleologist, a Fighter, a Knight, a Cave-man, or a Wizard. No option to play as female is available.

The adventurer has experience, hit points, armor class, and strength. He may advance to experience level 14.

The initial pet is a little dog.

Dungeon features

The dungeon in Hack 1.0.1 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters mazes.

Special rooms are shops, treasure zoos, and vaults. If the player’s login name is “david”, David’s Treasure Zoo appears much more frequently.

Traps are:

The Amulet of Yendor is found under a boulder in a maze level. The Wizard of Yendor does not appear in Hack 1.0.1.


Hack 1.0.2 Significant changes

The swamp and the giant eel are drawn from PDP-11 Hack and the Hack 1.0.2 source credits the creators of that version, Michiel Huisjes and Fred de Wilde, for the inspiration.


Hack 1.0.3 Significant changes

  • Means are provided to avoid bugs and limitations on certain systems.
  • Wizard mode appears for the first time.
  • Inventory letters can be kept constant at the user’s option.
  • Cursed weapons are handled more consistently.
  • A real amulet of Yendor can no longer be found in bones files.
  • An adventurer who walks into a pool has a chance to teleport to safety.
  • A #pray command exists, but is not functional (it just immobilizes you for a couple of turns).
  • Removing a ring of fire resistance while in hell leads to YASD unless naturally fire resistant.
  • Acid blobs no longer spoil.
  • Stoning is now gradual, and can be cured by eating a dead lizard or acid blob.
  • The dead lizard no longer affects confusion.
  • Invisibility is handled more consistently.
  • Smoky potions may release a ghost (not a djinni, as these do not yet exist).
  • Shopkeepers take exception to digging through the floor in a shop.
  • Support for System V UNIX as well as BSD.



Now on to Nethack.

We can use the following to allow inclusion of some minor changes included in early versions of Nethack under the BSD license, while also excluding the major new features under the NGPL.


Nethack 1.3d Significant changes

Nethack 1.4f Significant changes

  • Turn undead command added.
  • Support for Turbo C.
  • Support for additional Unix clones.

Nethack 2.2a Significant changes

Nethack 2.3e Significant changes

Nethack 3.0.0 Significant changes

NetHack 3.0.0 is a vastly expanded game over NetHack 2.3e. The bestiary is expanded over threefold. Many new objects and dungeon features are added.

  • The Oracle and Castle levels and an early form of the Astral Plane appear for the first time. The Stooges and their attendant level are removed.
  • Vlad the Impaler and his Tower appear for the first time, but the Candelabrum of Invocation does not.
  • The room with the Wizard of Yendor is redesigned. The Fake Tower levels in the modern NetHack are shaped like the 3.0.x room.
  • The modern system of alignment and gods is introduced. Some roles have different alignments than in the modern game.
  • Full support for IBMgraphics and DECgraphics in essentially their modern forms is provided.
  • Support for the Amiga and Atari ST is provided for the first time in an official distribution.

Nethack 3.0.1 Significant changes

  • The Atari ST build is reworked to use GCC rather than the less-capable Lattice C compiler. The Lattice C build is still available to those who need it.
  • The nameable fruit becomes a compile-time option, controlled by the TUTTI_FRUTTI symbol. If TUTTI_FRUTTI is not defined, the nameable fruit does not exist, and the slice of pizza is restored from NetHack 2.3e in its place.
  • Permanent levitation and permanent blindness become major trouble that prayer can heal.
  • Lots of bugs are fixed, and workarounds are provided for broken and underpowered compilers.

Nethack 3.0.2 Significant changes

  • Support for OS/2 is added.
  • Existing color code (still primitive by modern standards) for the MS-DOS port was extended to work with Unix if the terminal database has entries for color.
  • Causes of death are more precisely specified in the record and logfile.
  • Credit cards can no longer lock doors.
  • Wizards no longer start with certain useless items.
  • More bugs are fixed, and more workarounds are provided for broken and underpowered compilers.


Nethack 3.0.3 Significant changes

  • More complete support for ISO C.
  • Improved support for OS/2 and Atari ST.
  • Artifacts now have alignment and more appropriate base items.
  • Some new objects are added.
  • “Core dumped” when eating an apple or a pear on a Unix build.
  • More bugs are fixed.

Nethack 3.0.4 Significant changes

  • Objects and monsters have color for the first time.
  • A new port to VAX/VMS is provided.
  • All formerly “grey” creatures are now “gray”, except for the Grey-elf.
  • Monsters are no longer created in the same room as the player.
  • Lycanthropy may now be cured through prayer.
  • Some artifacts are associated with particular roles.
  • Still more bug fixes.

Nethack 3.0.5 Significant changes

  • A new port to the Mac is provided.
  • Eating may now be interrupted, and partly eaten food can now exist.
  • Jellies, formerly ‘J’, are moved to ‘j’; and the jabberwock joins the bestiary as ‘J’.
  • Paper is now light gray rather than brown; e.g., scrolls are now ? rather than ?.
  • Still more bug fixes. The UPDATE5 file mentions a shop bug; the nature of this bug is unclear at this time.

Nethack 3.0.6 Significant changes

The NetHack 3.0 series is notable for its frequent releases, and each new NetHack 3.0.x until this point would come out only weeks apart from each other.

Notable new features include:

  • The MS-DOS port now has support for overlays, allowing a full-featured game on MS-DOS for the first time in the 3.0 era.
  • Open doors have different symbols from closed ones.
  • Doors may be entered and exited diagonally. (Given how this interacts with shops, it seems likely to have disappeared rather quickly.)
  • Food may be eaten off the floor, and you no longer necessarily resume eating an interrupted meal.
  • Wielding non-weapons no longer grants intrinsics.
  • A new option, CLIPPING, allows playing on small windows.
  • The multiple demons are now controlled by INFERNO rather than HARD. Other features (not detailed here) are still controlled by HARD.
  • The / command now takes configurable characters into account.
  • Leprechauns switch letters with liches, and nymphs with nagas, so the more formidable monsters get the uppercase letters.
  • Drawbridges are improved.
  • Still more bug fixes.

Nethack 3.0.7 Significant changes

With NetHack 3.0.7, the release schedule began to slow a bit; it had been a full three months since NetHack 3.0.6 had been released. NetHack 3.0.7 was, however, a larger change than 3.0.6 had been.

Notable new features include:

  • For the MS-DOS port, the source modules can be split into smaller pieces, giving a finer-grained overlay system and faster performance.
  • Updates are provided for the Amiga and Mac ports.
  • Recent versions of HP-UX are now supported.
  • The ‘/’ command distinguishes monsters of the same class.
  • The colors of some symbols have been adjusted.
  • Still more bug fixes.

Nethack 3.0.8 Significant changes

Notable new features include:

  • The VMS port is now supported both for VAX C and for GNU C.
  • For the MS-DOS port, the overlay manager is further debugged and its performance further improved.
  • The Amiga port specifies addressing modes for a smaller and faster executable.
  • Still more bug fixes.

Nethack 3.0.9 Significant changes

NetHack 3.0.9 is a quick fix for some serious bugs found in NetHack 3.0.8. According to the original Usenet post:

There are also some revisions to the documentation.

Nethack 3.0.10 Significant changes

NetHack 3.0.10 is a bug-fix release.

  • For the MS-DOS version, the overlay manager can draw its overlays from multiple files on disk; this simplifies distribution on then-current 360K floppies.
  • Later versions of some compilers are supported, as are several Unix variants.

Nethack 3.1.0 Significant changes

NetHack 3.1.0 significantly revises the dungeon and adds many new monsters and objects:

  • Dungeon lighting now uses line-of-sight calculations.
  • Moloch is introduced, along with a new background mythology.
  • The encumbrance system is redone, giving the modern statuses of Burdened, Stressed, Strained, Overtaxed, and Overloaded.
  • Monsters can now use certain items such as weapons, wands and scrolls. The MUSE symbol enables this behavior.
  • In addition to the existing MS-DOS port using overlays, a new port is provided for 386-based computers, using DJGPP.
  • The graphical user interface is now handled through special sections of the code, which can be linked or not as needed. The supported GUIs are X11, Mac, and Amiga, but there is no support for tiles.

Nethack 3.1.1 Significant changes

NetHack 3.1.1 is principally a bug-fix release.

Notable changes in NetHack 3.1.1 are:

  • Windows NT is now supported in text mode for the first time. This version will probably exhibit bug W343-3 in some locales.
  • The Amiga port now supports sound.
  • More Unix variants are supported.

Nethack 3.1.2 Significant changes

NetHack 3.1.2 is principally a bug-fix release.

Notable changes in NetHack 3.1.2 are:

  • The Amiga and Mac ports are further polished.
  • The MS-DOS versions can use direct screen output instead of drivers such as ANSI.SYS, and can now be compiled for the PC-9800 architecture (which is principally used in Japan).
  • End-of-game disclosure is enhanced, now adding the body count and list of genocides.
  • Many bug fixes.


Nethack 3.1.3 Significant changes

NetHack 3.1.3 is principally a bug-fix release.

Notable changes in NetHack 3.1.3 are:

  • The Amiga and Mac ports are further polished.
  • Black, gray, and white intensities on the MS-DOS versions are adjusted. New video options are added.
  • Many bug fixes.


Nethack 3.2.0 Significant changes

NetHack 3.2.0 is a major release.

Notable changes in NetHack 3.2.0 are:

  • Graphical tiles are supported for the first time, in the ports for X11, Amiga and MS-DOS. Support for tiles in Windows NT is partially present but disabled.
  • The spellcasting system is revised. Previously, spellbooks could be read only once, successfully or not, and spells had charges, rather like wands, which could be stored indefinitely but required relearning once exhausted. Now, spellbooks can be read several times, and spells cast until magical energy is exhausted; but the spells eventually time out.
  • Weapons proficiency is introduced. In this version, it applies to weapons only.
  • Inventories and item choices can be made by menus.
  • Izchak now tends the lighting shop.
  • Many smaller changes and bug fixes.

Nethack 3.2.1 Significant changes

NetHack 3.2.1 is principally a bug-fix release.

Notable changes in NetHack 3.2.1 include:

  • Weapon skill processing is now handled by #enhance; missiles and tridents are now accounted for in the weapon skill table.
  • The options menu is significantly revised.
  • Pressing a key corresponding to the default character of an object class now shows your objects of that class.
  • Many smaller bug fixes.

Nethack 3.2.2 Significant changes

NetHack 3.2.2 is principally a bug-fix release.

Notable changes in NetHack 3.2.2 include:

  • The recover utility now works.
  • Several crashes were repaired.
  • Other minor fixes.


Nethack 3.2.3 Significant changes

NetHack 3.2.3 is principally a bug-fix release.

Notable changes in NetHack 3.2.3 include:

  • Y2K compliance.
  • Several minor crashes fixed.

Nethack 3.3.0 Significant changes

NetHack 3.3.0 is a major release.

Notable changes in NetHack 3.3.0 include:

Nethack 3.3.1 Significant changes

NetHack 3.3.1 is principally a bug-fix release.

Notable changes in NetHack 3.3.1 include:

  • The Ranger quest is redesigned.
  • The warning system is revamped into its modern day incarnation.
  • The Amiga and Atari ports are resurrected.
  • A very large number of general fixes.

Nethack 3.4.0 Significant changes

NetHack 3.4.0 was a major release.

Notable changes in NetHack 3.4.0 include:

  • The travel command _ debuts for the first time.
  • The autodig option is included.
  • You can now wish for nothing and genocide “none” to preserve wishless and genocideless conduct.
  • New levels for the Gnomish Mines.
  • The Win32 graphical port is now officially included.
  • A number of Sokoban cheats that were not previously penalized now carry the Luck penalty. Map 4B, which previously could not be solved without cheating, is modified to remove this problem.
  • New T-shirt messages are included.
  • Hundreds of bug fixes, including the Yeenoghu touch-of-death bug.

Nethack 3.4.1 Significant changes

NetHack 3.4.1 is principally a bug-fix release.

Notable changes in NetHack 3.4.1 include:

  • Windows CE port makes its debut.
  • Interface improvements for Win32 and X11 tiles.
  • Hundreds of bug fixes.

Nethack 3.4.2 Significant changes

NetHack 3.4.2 is principally a bug-fix release.

Notable changes in NetHack 3.4.2 include:

  • Several dozen bug fixes.

Nethack 3.4.3 Significant changes

NetHack 3.4.3 is principally a bug-fix release.

Notable changes in NetHack 3.4.3 include:

  • A cheat related to gold in containers in a shop was repaired.
  • Handling for levels completely filled with monsters is improved.
  • Several dozen bug fixes, including a crash related to dropping loadstones.

NetHack 3.4.3 is the 29th public release of NetHack and the 25th by the DevTeam. It was announced and released on the official NetHack website on 8 December 2003.[1] It was the newest version of NetHack for 12 years, until the release of NetHack 3.6.0 in December 2015, so most NetHack variants are based on NetHack 3.4.3.

From the Guidebook:

The release of NetHack 3.4.3 in December 2003 marked the beginning of a long release hiatus. 3.4.3 proved to be a remarkably stable version that provided continued enjoyment by the community for more than a decade. The NetHack Development Team slowly and quietly continued to work on the game behind the scenes during the tenure of 3.4.3. It was during that same period that several new variants emerged within the NetHack community. Notably sporkhack by Derek S. Ray, unnethack by Patric Mueller, nitrohack and its successors originally by Daniel Thaler and then by Alex Smith, and Dynahack by Tung Nguyen. Some of those variants continue to be developed, maintained, and enjoyed by the community to this day.

In September 2014, an interim snapshot of the code under development was released publicly by other parties. Since that code was a work-in-progress and had not gone through the process of debugging it as a suitable release, it was decided that the version numbers present on that code snapshot would be retired and never used in an official NetHack release. An announcement was posted on the NetHack Development Team’s official website to that effect, stating that there would never be a 3.4.4, 3.5, or 3.5.0 official release version.

In January 2015, preparation began for the release of NetHack 3.6.

At the beginning of development for what would eventually get released as 3.6.0, the NetHack Development Team consisted of Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul Winner. In early 2015, ahead of the release of 3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek S. Ray joined the NetHack Development Team.

Near the end of the development of 3.6.0, one of the significant inspirations for many of the humorous and fun features found in the game, author Terry Pratchett, passed away. NetHack 3.6.0 introduced a tribute to him.

3.6.0 was released in December 2015, and merged work done by the development team since the release of 3.4.3 with some of the beloved community patches. Many bugs were fixed and some code was restructured.

In late April 2018, several hundred bug fixes for 3.6.0 and some new features were assembled and released as NetHack 3.6.1. The NetHack Development Team at the time of release of 3.6.1 consisted of Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick, Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike Stephenson, Janet Walz, and Paul Winner.

The NetHack Development Team, as well as Steve VanDevender and Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on various UNIX flavors and maintained the X11 interface.

Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained the port of NetHack 3.6 for Mac OSX.

Michael Allison, David Cohrs, Barton House, Pasi Kallinen, Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the port of NetHack 3.6 for Microsoft Windows.

Pat Rankin attempted to keep the VMS port running for NetHack 3.6.1, hindered by limited access. Kevin Smolkowski has updated and tested it for the most recent version of OpenVMS (V8.4 as of this writing) on Alpha and Integrity (aka Itanium aka IA64) but not VAX.

Ray Chason resurrected the msdos port for 3.6.1 and contributed the necessary updates to the community at large.

The official NetHack web site is maintained by Ken Lorber at


Nethack 3.6.0 Significant changes

NetHack 3.6.0 is described by the DevTeam as consisting of “a series of foundational changes in the team, underlying infrastructure and changes to the approach to game development”.[2] It focuses on these internal changes more than on the addition of new content, but there are still some features introduced in this version, including many small changes throughout the game.

Notable changes in NetHack 3.6.0 include:

  • Elbereth was weakened in several ways:
    • It no longer protects squares you’re not in.
    • It must be at the beginning of an engraving; multiple consecutive Elbereths no longer protect against erosion.
    • It doesn’t work in Gehennom or the Endgame.
    • It has a chance of eroding every time it protects you, and even a burned Elbereth can fade.
  • Magic cancellation is harder to get (e.g. cloak of MR: MC3→MC1) and also a little less effective (e.g. MC3: 98%→90% protection). To mitigate this a little a ring of protection raises MC by 1. Still, together with the weaker Elbereth, killer bees have become a lot more deadly.
  • The javelin skill was merged with spear.
  • Statues are now rendered in white with the same symbol as the monster they are representing, instead of `.
  • More randomized appearances of scrolls.
  • Lower chances of writing unknown scrolls as a wizard. Type-naming no longer makes it safe.
  • Kicking a pile of gold now sends gold pieces flying in every direction.
  • Pets now pick up only a single piece of gold, making credit cloning impossible without a container.
  • Correctly rounded shop price calculation makes price IDing slightly harder.
  • Farming was nerfed in various ways: puddings no longer leave corpses or death drops, kraken cannot be revived on land, horns from reviving unicorns are worthless for polypiling.
  • Alchemizing potions will only convert 2 to 9 potions at a time instead of the entire stack.
  • Being crowned gives the player an extra skill slot.
  • Iron bars now sometimes betray closets.
  • New shop type: health food, stocking only vegetarian food, and (full) healing potions instead of booze.
  • Sokoban puzzles no longer track cheating after they are fully solved. Prize no longer depends on 4th level’s layout.
  • Some Minetown level changes. Most importantly one variant has been overrun by orcs, which means no shops, no priest and hardly any worthwhile loot. At least the unaligned altar can always be easily converted, without a priest defending it.
  • One Mines’ End layout has been slightly randomized.
  • The Big Room introduces many more variants plus some randomized floor types, with even a chance of a lava maze with a minotaur!
  • Some Quest levels changed e.g. a swamp was added to the Tower of Darkness.
  • Two new Medusa levels. As a side effect this means only 1/4 chance of a titan instead of 1/2.
  • The layout of the Valley of the Dead may vary now.
  • Gehennom-type mazes may now consist of corridors instead of walls.
  • Due to a bug the Wizard can wake up prematurely if a hostile spellcaster casts aggravate monster. It’s highly advisable not to linger on his level until you’re ready for him.
  • The vibrating square is treated as a trap and can be found quickly by the usual means.
  • Covetous monsters will no longer kill the Temple Priest, so they cannot be used to skip Moloch’s Sanctum.
  • The Amulet of Yendor may be offered to Moloch (killing you).
  • Random 1-square holes, which may even host the portal, were added to the Plane of Earth.
  • The dangerous clouds on the Plane of Air now cover most of the level and move constantly.
  • The lava on the Plane of Fire produces poison clouds similar to those from the scroll.
  • You can’t levitate on the Plane of Water, forcing you to stay inside the air bubbles or swim e.g. with an amulet of magical breathing.
  • The Astral Plane has a 75% chance of being an enlarged version with even more Angels and other monsters.
  • The #adjust command can be used to split an inventory stack.
  • The new #tip command allows accessing your bag when wielding a cursed two-handed weapon.
  • The #terrain, #annotate and #overview commands were introduced.
  • Menucolors, MSGTYPE and HPmon are now incorporated in vanilla. Also experimental (and buggy) support for Statuscolors, replacing HPmon if compiled in.
  • Reading previous messages now keeps working after saving and restoring the game.
  • Many small improvements to the user interface, e.g. when accessing containers, type-naming objects or showing prices in shops. Showing the attributes with Ctrl + x is more verbose.
  • Slightly changed wording of some messages e.g. “You swap places with your warhorse.” instead of “You displaced your warhorse.”
  • Several dozen bug fixes, including crashes related to dropping loadstones and splitting long worms.

This version also added references to various lines from Terry Pratchett‘s Discworld novels to the game, as a tribute to the author, who passed away in the year of this version’s release.


Nethack 3.6.1 Significant changes

This is not a comprehensive list.

A user has suggested improving this page or section as follows:

“Upload the 3.6.1 source onto the wiki and link to its copy of fixes36.1 instead.”

The documented list of changes is visible here.

  • Several further changes to Elbereth:
    • It must be the only text on the square
    • It will not erode or try to erode when scaring a monster
    • It will immediately vanish when the player makes a hostile action, such as attacking, firing, or zapping a wand, additionally causing a -5 alignment penalty.
  • When traveling, you will automatically displace pets if they can be displaced, instead of stopping.
  • Autopickup no longer works on unpaid items in shops.
  • Improved status hilites and hitpointbar.
  • Monsters forget where they have stepped when they flee, meaning that they no longer have a tendency to get “stuck”.
  • Globs of black pudding can now give intrinsics.
  • The : command always gives a message (overriding any MSGTYPE=norep setting).
  • Barbarians and samurai can now enhance their special spell‘s school (escape and divination respectively) to Basic.
  • Undetected hiding monsters will be automatically detected when you move next to them and have warning.
  • The Wizard of Yendor will steal any quest artifact, not just your role’s. This means that relying on another role’s quest artifact for magic resistance is no longer a safe strategy.
  • In the inventory screen, leashes now show which monster they are attached to.
  • If you have lycanthropy, eating the class of creature you turn into is considered cannibalism.
  • Lembas wafers now give 200 more nutrition to elves and 200 less nutrition to orcs. Cram rations give 100 more nutrition to dwarves.
  • Mazes may now generate with wide corridors or thick walls, and dead ends may be converted into loops.
  • Several artifacts have received buffs:
    • Trollsbane prevents trolls from reviving while wielded.
    • Ogresmasher grants 25 Constitution while wielded.
    • Demonbane prevents demon gating while wielded.
    • Dragonbane grants reflection while wielded.
    • Cleaver attacks in an arc, and may hit monsters to the left and right of the target monster.
    • The Master Key of Thievery always finds traps on doors and chests when blessed (for non-rogues) and non-cursed (for rogues), and offers to disarm them with 100% success. This duplicates the invoke effect, and the invoke effect may be changed in the future.
    • The Master Key also warns about adjacent undetected floor traps when wielded without gloves.
  • Naming Sting or Orcrist breaks illiterate conduct.
  • Iron bars can be dissolved by wielding a potion of acid and fighting the bars.
  • Poison breath attacks leave a trail of poison gas.
  • Stoning, strangulation, deafness, levitation, flying, and riding are all now shown on the status line.
  • The vibrating square now appears as ~ instead of ^.
  • Werejackals can summon foxes and coyotes in addition to jackals. Werewolves can summon wargs in addition to wolves.
  • Monkeys and apes can be tamed with bananas.
  • The extended #turn command takes less time as your experience level increases.
  • Horses are rarely generated with a saddle.
  • A warning is given before levitation from the spell or potion is about to expire.
  • The calculation for the result of a Foocubus encounter now uses the sum of Intelligence and Charisma capped at 32, which results in a minimum chance of 2/35 (~5.7%) for a negative effect.
  • Vlad the Impaler has been made significantly stronger: he is faster (speed 18 → 26, now second-fastest monster in the game), hits harder (1d10+1d10 → 2d10+1d12), has better AC (-3 → -6) and a lot more hit points (base level 14 → 28, which means 17d8..21d8≈85 → 28d8..30d8≈130 HP).
  • Many bug fixes, including:
    • Genociding vampires kills shapeshifted vampires instead of making them unkillable.
    • Sleep resistance is now respected when reading a dull spellbook.
    • Closed a loophole that allowed you to generate free credit in shops.
    • The chest in the castle with the wand of wishing will never be generated as trapped.
    • Chameleons that imitate vampires now eventually shapeshift into another random monster instead of staying in that form.
    • Gelatinous cubes won’t eat scrolls of scare monster.
    • Fire and cold explosions from the fireball or cone of cold spells don’t disregard walls anymore.
    • Diagonal jumping through an open doorway is no longer possible.
    • Stilettos and knives can be used to open tins.
    • Peaceful monsters may react (possibly fleeing or turning hostile) when they see you attack another peaceful.

Nethack 3.6.2 Significant changes

New features

  • Orcish characters can no longer start with lembas or cram rations as their random food items.
  • Vault guards now carry cursed tin whistles, so that the “shrill whistling sound” an escaping player hears has a source.
  • Eating spinach while having sustain ability no longer makes you feel like Popeye.
  • Gold created with a grave is now buried under the grave instead of left on top of it.
  • Several tweaks to status hilites, including full support of <= and >= operators. < and > now mean “strictly less than” and “strictly greater than”, which they did not previously.
  • Curses window-port added for Windows, Mac and UNIX.
  • The healing spell now cures blindness both in monsters and yourself, but only at Skilled or Expert.
  • Teleport at will now has the same requirements as the teleport away spell.
  • Added the m + ctrl + T wizard mode command, which tests various forms of teleportation.
  • Drawbridges in the Valkyrie quest can sometimes be generated raised.

Bug fixes

  • Game no longer complains about the config file not ending in a newline, and will actually parse the last line.
  • Spells of healing and extra healing correctly heal untimed monster blindness.
  • Stone-to-fleshing petrified statues no longer fails if the square is occupied.
  • Verbal messages for charming and seduction no longer print while the character is deaf.
  • The #turn command, if it aggravated monsters, no longer takes zero turns.
  • A number of fixes to address lag and performance problems in the Windows tty port.
  • Looking at a remembered corpse that has since rotted away no longer shows a random corpse.
  • Several minor fixes to shop damage repair.
  • Groups of monsters generated at treasure zoos correctly start asleep now.
  • Monsters no longer avoid the vibrating square.
  • Player monsters are not given stacks of athames or scalpels anymore.


Please see part 3 of this document for a discussion of the above changes and the future design goals of Netwhack 0.8.0.

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