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- Path: uunet!news.tek.com!master!saab!billr
- From: billr@saab.CNA.TEK.COM (Bill Randle)
- Newsgroups: comp.sources.games
- Subject: v15INF11: nhannounce - Announcing NetHack 3.1, the new generation of NetHack
- Message-ID: <4275@master.CNA.TEK.COM>
- Date: 26 Jan 93 21:54:53 GMT
- Sender: news@master.CNA.TEK.COM
- Lines: 67
- Approved: billr@saab.CNA.TEK.COM
- Xref: uunet comp.sources.games:1555
-
- Submitted-by: Bill Randle <billr@saab.CNA.TEK.COM>
- Posting-number: Volume 15, Info 11
- Archive-name: nhannounce
- Environment:
-
- [This is pre-announcement of the impending post of NetHack 3.1. The
- following info describes some of the enhancements in more detail.
- This will be a *huge* post - on the order of 100 parts - and
- will take place over several days. Please wait until everything
- has been posted before sending requests for email or reposts of
- missing parts. Also, check your neighboring systems or the c.s.g.
- archive sites for any parts you're missing. Bugs should be sent to
- the address listed in the README file - not to me. Thanks, too, to
- the NetHack development team for their efforts. -br]
-
- ------------------------
-
- NetHack 3.1 is a product of two years of intensive work by the NetHack
- Development Team and its Amiga, Atari, Macintosh, OS/2, MSDOS, and VMS
- ports sub-teams. These include over thirty members from different
- countries. The team wishes to express its gratitude to the management
- of linc.cis.upenn.edu for its generous support of this unique development
- activity.
-
- NetHack 3.1 is a new generation of NetHack. Here is a list of some of
- its main new features:
-
- * Unlike 3.0, NetHack 3.1 is a multi-dungeon game. New dungeons "branch"
- off the main dungeon at different locations.
-
- * A unifying mythology was adopted for the game. There are tasks which
- must be completed in various dungeons before the main task of capturing
- the Amulet can be undertaken. There are different quests for the
- different character classes.
-
- * There is a new multi-level endgame full of surprises.
-
- * Many of the monsters in NetHack 3.1 now can wield weapons, zap wands,
- read scrolls, and cast spells. Fighting them must take these special
- abilities into consideration.
-
- * The game's display was completely re-written. It is now based on a
- line-of-sight principle, and it gives a new "feel" to the game. The
- new display was written with a standardized window interface, which
- allows easy substitution and addition of windowing systems independent
- of operating system. For example, the UNIX port now supports X11 as
- well as the traditional tty.
-
- * Numerous local changes were made, and many new monsters, objects, and
- intelligent artifacts were added.
-
- You will discover the details and the rest of the changes for yourselves.
-
- As we did with 3.0, we will periodically release patchlevel revisions of
- NetHack 3.1, which will include bug fixes and further development results.
- Avoid applying free-lanced patches, if you want to take advantage of these
- patchlevel updates.
-
- Despite our effort, there are, no doubt, many bugs still in the code.
- The Amiga and Macintosh ports, in particular, still have rough edges due
- to time constraints on their port-team members. A port to Windows NT is
- underway but is not suitable for release at this time. We call upon you
- to help in debugging both the game and the ports. The address of the
- NetHack development team remains nethack-bugs@linc.cis.upenn.edu.
-
- As always, your comments and suggestions will be appreciated. Enjoy.
-
-