UnNetHack has a blog, a main website, and some public servers to play it online. Patric Mueller is the developer and he also has created Nethack-de, a German translation of Nethack.
One of the first things you’ll notice when firing up the game is that it offers a tutorial. No other variant of Nethack does this. Throughout the early game, either at specific turn points, or when something happens in the game, you get an explanation of what you can do, or find out about the environment around you.
Even if you don’t use the tutorial, you sometimes get hint scrolls during the game.
Only three roles are available if you choose the tutorial. I like the fact that they are your standard fighter/mage/archer archetypes, so you can choose the style of play you love while you learn. They also happen to be among the easier roles to play.
Also, the game allows you to issue context sensitive commands from inventory, like Nitrohack does. This is actually more useful here, since as far as I know UnNetHack does not display your inventory on the sidebar.
According to the Nethack wiki, some of the main differences are:
– the vampire player race, limited to the roles of barbarian, rogue, ranger, or wizard.
– some added monsters, items, and artifact changes.
– some patches, mostly to enable colors in menus and status lines, which improves the user interface.
– like Nitrohack, stairs leading to special levels are colored yellow.
– major changes in the Gehennom dungeon levels.
– dragons have significant differences from vanilla.
Also, if you like cavemen or rangers, they might start with a cat (in vanilla they can only have dogs).
So my first vampire character died, letting me discover that the page identifying your possessions encloses unknown info in brackets, and lets you know how many charges are on wands. Interesting.
Also, your “Final Attributes” screen gives more info, such as alignment status, monster difficulty level, and hunger level.
(I restarted the game with a ranger, a role I hadn’t really tried before. The following 3 pictures are from that character.)
One very useful feature is the “dungeon overview”, seen by pressing Ctrl-o. Notable features will be listed so you know where to return if, say, you want to drop some items on the nearest altar but forgot where it is.
Of course, UnNetHack just has to make Sokoban a little more difficult. It accomplishes that by not only flipping/mirroring levels, but using some from Slash’EM. Like this one… (the third [and last] puzzle I got).
[9/14/12 EDIT: In comments, the creator of UnNetHack reminded me to point out that unlike vanilla, there are only 3 levels of Sokoban (not 4), and you have a choice of three prizes to choose from instead of just two. That is probably to make up for the increased difficulty in each level]
Luckily I managed to solve the entire thing, and escaped with an amulet of reflection. Went back upstairs and entered the Gnomish Mines. I made my way to Minetown and discovered that UnNetHack pulls a special trick on occasion. (Sporkhack does the same, from what I understand).
Unfortunately, I didn’t survive too much longer after that. I was fairly low on ammo, was losing hp, and didn’t make sure to equip a helmet. So when I read a scroll of earth in desperation…
UnNethack is definitely an enjoyable variant and I’ll keep playing it. This ranger has done better than any other character I’ve been working on.