XNetHack

xNetHack is a variant of NetHack, specifically the 3.7.0 development version, developed by IRC user aosdict (aka Phol ende wodan and copperwater).

Its main goals are:
 * 1) Fix game balance issues.
 * 2) Eliminate tedious and frustrating parts of the game.
 * 3) Make uninteresting things more diverse, unique, and varied.
 * 4) Experiment with new ideas from the community.

As stated by the game's wiki page, it is not intended to be a "kitchen-sink variant"&mdash;the main focus is on enhancing and deepening the existing systems in the game, only adding new objects, monsters, and roles where deemed appropriate. Being a variant of the latest version of NetHack, xNetHack regularly merges in their latest commits&mdash;it also draws inspiration from many other variants and patches: SpliceHack, EvilHack, NetHack Fourk, GruntHack, SliceHack, and various patches from the 3.4.3 era.

xNetHack's source code can be found here on Github for those looking to compile. Only support for Linux exists currently, though at least one person has managed to build it on a Mac. The latest version (6.0-dev) is available to play in-browser on the Hardfought public server (US server, EU server and AU server), and you can also play via SSH to nethack@hardfought.org, nethack@eu.hardfought.org or nethack@au.hardfought.org. The Hardfought web terminal also supports the tiles version of xNetHack, and it is the recommended method if you want to play with tiles (select "xNetHack" tileset and "square" font). Full changelogs for each version can be found on the game's NetHack wiki article.

A list of the developer's future plans can be viewed on Hardfought's local Etherpad.


 * Ability Required to Proceed:
 * The experience level threshold for the Quest is lowered from 14 to 10, making the quest easier to access without as much reliance on leveling.
 * Anti-Frustration Features: One of the primary focuses of xNetHack is to introduce a lot of these - many, many improvements have been made from the vanilla game.
 * Orcish Town is considered a Scrappy Level variant of Minetown in the vanilla game - in xNetHack, it's still mostly hostile and challenging, but Izchak is still alive and in his shop, while all the armor, weapons, spellbooks, and other shop loot normally found in Frontier Town is lying around on the ground for free, making it more worthwhile (or at least less likely a player who gets Orctown will Rage Quit).
 * The artifact wishing formula is changed so that only the number of artifact wishes previously made affects your odds of receiving one from said wish. While this makes the odds harsher as only your first artifact wish is guaranteed, this also prevents artifacts generated by other means (bones, sacrifice gifts, #naming, and random generation) from fouling your chances.
 * The experience level threshold for the Quest is lowered from 14 to 10, with players expected to be able to appraise their own readiness; this is done to reduce the need for wraith hunting or hunting down/alchemizing potions of gain level.
 * Poison instadeaths are no longer a problem for you (or other monsters).
 * The mysterious force is completely removed.
 * The #terrain command will work regardless of any impairing Standard Status Effects you may be suffering.
 * Martial arts always adds its skill bonuses to damage, instead of the vanilla 25% chance of not applying to a given hit.
 * Spellbooks can be reread at any time to refresh your knowledge of its given spell, with a prompt to make sure appearing if you have more than 2000 turns left of memory.
 * Wielding something made of a material that harms your character while wearing gloves will not damage them, as well as wearing body armor made of such material while wearing a shirt.
 * If playing as an elf, any iron items in your starting inventory are converted to copper to avoid Cold Iron damage. Additionally, some items' base materials have been tweaked to make certain artifacts not hate elves.
 * Minesflayers (mind flayers that generated out-of-depth in the Gnomish Mines due to monster creation rules) are no longer as hassle, since they are now  (aberrations), not   (humanoids). Among other things, this allows dwarven players to safely kill them with a read scroll of genocide.
 * Similarly, elves now occupy the  glpyh (which stands for Quendi), making them safe to genocide for non-elven players; quantum mechanics and genetic engineers are now considered aberrations  instead.
 * Chameleons and other Voluntary Shapeshifters that roll "random monster" for their next form when shapeshifting at random will no longer turn into out-of-difficulty forms. Sandestins or doppelgangers that roll "nasty" or "player monster" can still do so regardless of difficulty (at which point you may have other problems if you encounter either of them).
 * If starting a misconfigured game whose version doesn't match the version of the save you're trying to load, it asks if you want to delete the save rather than automatically deleting it.
 * Loadstones, which more or less exist as "gotcha" items, are removed completely.
 * Hitting Escape or an arrow key at the wish prompt, or failing to enter a valid wish 5 times, will not result in you receiving a random item; this is primarily for those who want to preserve wishless conduct.
 * Polymorphing a container with items inside will cause its contents to spill out onto the ground unchanged, rather than destroying them outright.
 * Sokoban level flipping from 3.7 is removed due to being massively unpopular for several reasons.
 * Using the #loot command in the direction of an adjacent pet lets you exchange items with it without having to drop them on the floor first.
 * Dropping a container on an altar identifies the beatitude of its non-nested contents as well.
 * Pets no longer attack gas spores if you are adjacent to one, thus removing the risk that they kill you by accident.
 * When #applying a crystal ball, entering an invalid character will simply prompt you again rather than wasting that charge.
 * Applying an unlocking tool to a door will not give an "[Un]lock it?" prompt unless you have autounlocking active.
 * Bribing Your Way to Victory: Demon lords and princes now may demand upwards of 25k zorkmids regardless of what you're carrying, though you may be able to successfully shortchange them based on your Charisma.
 * Damn You, Muscle Memory!: A lot of fundamental changes were made from the base game that's very likely to trip up players taking what was changed for granted.
 * Several monster and monster class letters are changed up: in particular, mind flayers are  (aberrations), not   (humanoids), and elves now occupy the   glpyh (which stands for Quendi) instead of , which is very important for those looking to read scrolls of genocide.
 * Unicorn horns no longer restore lost ability points, which doubles as a buff to the potion and spell of restore ability that were formerly made redundant. xNetHack was the first to implement this balance change, which was popular enough to make it into other variants and even the in-development version of vanilla!
 * Dragon-scaled armor replaces dragon scale mail, which among other things means that a wish for dragon scale mail will give a player the corresponding scales instead&mdash;it also means that reading a scroll of enchant armor while only wearing those scales now turns you into a dragon.
 * There is no spell of identify - the spell was considered a Game Breaker in vanilla NetHack, since a player could barricade themselves up with some food and slowly but surely identify every single item on hand with no need for scrolls (outside of unfortunate bouts with amnesia). However, scrolls of identify are much more reliable in return, and the number of identifications they give depends entirely on their beatitude.
 * Map flipping in the Sokoban branch was removed to avert this for those levels.
 * Department of Redundancy Department: The dev isn't much fond of what they believe to be instances of this in vanilla NetHack, and one of their express goals is to avert this.
 * Depleted Phlebotinum Shells: The silver-hating code is altered to apply to any group of monster types for any specific material in the game, since xNetHack adapts the object materials patch from GruntHack.
 * Player characters that hate a given material are still capable of handling an object made of it, though it will still damage them; due to a vanilla bug, the player is always capable of picking up such an object with no bad effects. Monsters will also not wear objects made of a material they hate.
 * Cold Iron: All elves, nymphs and lesser demons hate all forms of iron in the game, with the exception of their undead forms. Player elves benefit from the Anti-Frustration Features described above.
 * Silver Bullet: Silver itself operates the same as in vanilla, dealing d20 bonus damage to silver-hates and being Harmful to Touch for silver-hating player characters.
 * Fungi and monsters that use disease or decay attacks, as well as Pestilence, hate copper. This uses the defaults described above.
 * Humanoid Abomination: Mindflayers, who are moved to the aberration class. The same is true of quantum mechanics and genetic engineers, who are explicitly described as humanoid by the vanilla code but do not count as human for purposes of cannibalism (though they are poisonous to eat).
 * Pet Interface:
 * Using the #loot command towards an adjacent pet allows you to exchange items; selecting gear they have equipped makes them unequip it so you can then take it from them (usually to replace with something better).
 * Spiders Are Scary: And they now spin webs while moving!
 * Unwinnable/Unwinnable by Insanity/Unwinnable by Mistake:
 * Quest expulsion is no longer permanent, averting this from the vanilla game; you will be exiled instead, but the portal will remain open, and the quest leader will be angered if you return.
 * You will also be able to enter the quest if quest leader dies... but if they die somehow, even if not at your hands, then you become terminally unlucky and are robbed of the alignment bonus from killing the quest nemesis.
 * Useless Item:
 * Averted with the potion of restore ability, due to unicorn horns being nerfed so that they no longer restore stats (which made the potion semi-redundant). As mentioned above, the already-useful scrolls of identify were made more useful to compensate for not being made redundant by its removed spell counterpart, also averting this.
 * Useless Useful Spell:
 * Averted with the spell of restore ability; like the potion, unicorn horns being nerfed so that they no longer restore stats makes both it and the spell far more viable.
 * Weakened by the Light: Gremlins retain their weakness to light, and hitting a peaceful gremlin with light will now turn it hostile.
 * Yet Another Stupid Death: Many sources of such are removed for the player's benefit - you'll still have to contend with others, though.