Initial impressions on GnollHack [Alpha]

Tero Karttunen

New member
This is a thread for posting your initial impressions on GnollHack.

My 6th level Bandit (Barbarian) got as far as Minetown in Gnomish Mines. (Seems like Gnolls did not manage to banish gnomes altogether from the dungeon?) I managed to anger the Priest by converting the altar to Set, and my haphazard escape attempt was ruined by his summoning in monsters (a lot of ants).

I was impressed by the number of additions Hyvän mielen pelit has done on the game. I felt like new items and other discoveries (trees, mushroom, spell ingredients etc) were turning up on every corner, and the game balance and mechanisms have changed too. The addition of item weights in the inventory will probably make a big difference in directory management as the character gets loaded, that's great.

I do think that the game's user interface is getting strained by all the additions. The game has become noticeably more chatty with the changes to weight and experience system, and the addition of new commands and skills has forced you to relocate familiar keyboard shortcuts. I realize it is difficult to refactor the user interface to accommodate all the extra content, but you might think of breaking away from vt100 terminal emulation and extend the screen size from 80x25 to 120x25 and mapping some commands like information screen and saving to function keys F1-F12 instead of relying on Ctrl- and Alt-keys.

Furthermore, I believe that the game is getting so large and complex that the learning curve may be a little bit too steep for millennials. Old NetHack players can probably adapt and cope with the additions, but the game is probably too imposing for beginners. The game might benefit from a number of tutorial modes that disable or hide away some "advanced" functionalities. Here are some of my ideas for "tutorial modes":
* No-spells mode that hide away spell components and spellbooks but leave magic items. Fighting monsters by simply walking into them is an easy start.
* The weapon skill enchantments could easily be hidden away or automated in the grand old D&D fashion: the character gets better at fighting by leveling up, and the bonuses depend on character class.
* Auto-wear mode for armor; the game could easily calculate whether a newfound armor item would result in better AC for the player and say "this banded mail looks like an improvement to the ring mail you are wearing, would you like to pick it up and wear it?". Also, the game could say for special (magical) armor paces something like "those old gloves look magical and special".
* Starvation and fullness effect could be removed for new players. It is a good idea for a player to be able to test out corpses for their effects, but they could be able to consume anything and at any time.
 

Tommi Gustafsson

Administrator
Staff member
That's good feedback. I think the original NetHack has also some of these problems, not being most user-friendly. It's a good idea that the learning curve is split into parts, so that you need to concentrate on only parts of the game first, while other parts are left for later. Most games nowadays have tutorial missions and so on to make players familiar with the game. So we will think how to reduce the learning curve for new players.

Maybe we could do a few in-game tutorial missions, which one would select as one selects an alternate story line (not done yet). So there could be a menu in the start:

Choose Adventure
1. Tutorials
2. Mazes of Menace (NetHack)
3. Crimson Labyrinth (Gnoll Campaign)


And under tutorials, you would find:
1. Basics tutorial (how to find secret doors, identify items with your pet, etc.)
2. Spell tutorial (how to mix spells and cast them)
3. Skill tutorial (how to advance skills)
4. Identification tutorial (how to identify items on altar, on price, etc.)

Something like this.
 

Tero Karttunen

New member
[GnollHack-4020a] For my other game, I selected a chaotic female elven priestess. Priest has been one of my favorite classes because of their ability to identify cursed items at a glance, but I have never been able to progress very far.

1. I am happy to report that the spellcasting system has been greatly improved and the new system is a great success. The class starts with all the healing spells, the amount of mana is properly balanced and the cool-off period helps with the system not getting overpowered. The spells don't fade from memory and remain genuinely useful. You can properly let your companion hold off the opponents for a while when you sidestep away from combat to heal yourself. As the ingredients tend to fill up your inventory, it would be a great idea to be able to auto-assign picked up ingredients to your special ingredient leather bag.

The new spell system makes for such a difference that I could actually start playing spellcasters for the first time. I hope the other classes are as well balanced and offer as interesting playstyles.

2. As there are now multiple levels of armor, it can get difficult to remember to take off all the layers before being able to replace ring mail with split armor. It might be helpful to order the inventory to visualize this; for example with indentation.

3. During your travels, you meet NPCs that are available for joining to the party. However, each time this happened, they asked for a lot more money than I've got. You may need to rebalance the game to make them more affordable, or better, you could make the companions share the money and gems (and even XP) you encounter during your adventure. This way the player should not need to pay them huge sums in advance.

4. You can get poisoned and lose attributes during your adventures. Priest should have a spell for recovering these losses.

5. When casting healing spells, even the minor healing, the game asks for direction. I did not try assigning hotkeys, but hopefully it is possible to hotkey "heal yourself" so that you don't have to specify direction each time.

6. The dog does not follow the player down the stairs if he is not adjacent to you when you descend. This comes from pure nethack, but it should be fixed, it is bothersome to go get the dog each time you change the level. The dog/cat should follow you by scent and they are very loyal and do this IRL as well.

7. The game ending new attribute screens are great.

8. Finally, some incidental comments from Muggles ("jästi"). While I was playing, my girlfriend came over and asked me why I was playing "that awfully boring-looking old game" while I was meant to be playing something from Janne and Tommi. She was not even trying to tease me - it is simply that adventuring in ASCII graphic dungeon apparently does not look like to fun pastime in 2020. :-/
 

Janne Gustafsson

Administrator
Staff member
Great, thanks, Tero. We'll take your recommendations into account. Regarding 8, we are planning serious animated graphics for the game going forward (a bit in the spirit of old AD&D gold box games). This, however, would obviously be a new large project. That would start in March and finish maybe a year later or so.
 

sflicht

New member
Playing on hardfought.org, selecting "show detailed spell description" causes an un-recoverable crash. (Or maybe you just haven't enable recovering from crashes.)
 

sflicht

New member
I also am slightly annoyed by rebinding ^D to "dig", which is not a common action, whereas kicking down doors is a common action. The alternate binding ^Q for "kick" does not seem to work for me -- playing on hardfought, using a Mac keyboard. So I have to use the #kick extended command, which is cumbersome because #ki autocompletes to #killed (which again is a command one would rarely if ever want to use).
 

Janne Gustafsson

Administrator
Staff member
I can move kick back to ^D and remove killed autocomplete, just in case. Digging is not a big thing overall, so maybe it can go somewhere else.
 

Janne Gustafsson

Administrator
Staff member
And I just tried detailed spell description on UbuntU, and it crashes there, too. It works on Windows, so I have to find the reason for that.
 

Janne Gustafsson

Administrator
Staff member
Hi, I fixed the bug crashing the detailed spell info. Also, kick is back at Ctrl-D. I’ll ask hardfought to update when they have a chance. Recovery is not working currently and that’s an issue I have to look at.
 

sflicht

New member
Thanks! The only other bug I've noticed so far is some rendering glitch which causes dwarves to sometimes momentarily display as ? symbols.
 

sflicht

New member
I assume it is not a bug, but rather an intentional behavior change: holding certain items (e.g. potions of levitation and invisibility) in open inventory causes you to experience the effects (from the vapors?). This seems fine for potions with mixed positive/negative effects. But it also works for some powerful items, e.g. a cursed set of wings of flying grants flying even when not worn (perhaps only if I have a Misc slot available?). Seems overpowered to me. Maybe it is a bug. My character died but I can try to reproduce something like it on my next go-around.

These are not bugs, but I would also recommend adopting some quality-of-life improvements from other nethack variants:

* "colored flashes" patch -- allows you to B/U/C-test the contents of a container without removing the items by dropping it on an altar
* auto-explore
 

sflicht

New member
Just had another crash (lost the savegame) for my dwarven valkyrie. The proximate cause seems to have been reading a spellbook. This took place immediately after I prayed for holy water on an altar and got my potions blessed as well as a hint about playing the castle tune. Right after that, while still standing on the altar, I read a spellbook. Game crashed and I was not prompted to recover the character afterwards, so I guess the save was corrupted. I wonder if the hardfought folks can get you log files to help diagnose the cause.
 

sflicht

New member
In terms of balance, I think the powerful miscellaneous items make the game a bit too easy. I've been playing at normal difficulty, but it's pretty tame for an experienced nethack player. I do really enjoy the new item classes, enchantment types, etc. I just think you may need to nerf the frequencies with which misc items are generated. BTW my most recent game definitely had the bug whereby (cursed) lev boots grant levitation even when not worn, which is definitely OP. I think an (uncursed, unidentified, unworn) amulet was also granting me ESP.
 

Janne Gustafsson

Administrator
Staff member
Hi, there is some problem with Linux that items give their properities just when carried rather than worn. I will have to investigate that, since it definitely should not happen, as there is a flag for a power that indicates that it can be give powers without being worn. This may be some sort of a long / unsigned long problem with number zero or something That does not occur in Windows.
 

Janne Gustafsson

Administrator
Staff member
Do you have an idea which spellbook it might have been? But I have to check. Some of these things seem to be Linux specific, and possibly also related to some technical long / unsigned long issues.
 
Top