Our starting inventory wasn't massively important as we can always get (Not to mention that we end up changing genderįrequently during the run itself for various reasons.) We specified an explicit gender (male) for luck manipulation purposes,īeing female would have worked just as well, as gender is almostĬosmetic in NetHack. (they can see warm-blooded monsters in the dark, thus giving a betterĬlue as to what's going on towards the start of the run), and although Race and genderĪre less important we play as a gnome for entertainment purposes Having to change into a suboptimal form on occasion. Required at several points which means the Eyes are needed to avoid This is vital because theįastest polymorph form in the game is blind, and yet vision is Use certain artifacts, most importantly the Eyes of the Overworld, Playing neutral is required to be able to Play as a Wizard due to the possibility of eventually learning to castĪ four-square jumping spell, something which no other class has the Something about NetHack's incredible sync-stability). Up and had to hex in a different character this required redoing theįirst level of the run, but luckily it synched after that, which says Seed value was 1447373582 which maps to Fri, 00:13:02 GMT.Ĭharacter selection was also important (in fact, we originally messed Normal, so we would no longer be playing at highest difficulty. Would become slightly less difficult as undead damage reverted to Limit of 46 minutes 58 seconds for the run, because at 1am, the game Leaves undead at their most dangerous, and the minutes and seconds areĬhosen for luck manipulation purposes. Speed with how to use them) was 00:13:02 playing just after midnight Who did most of the early luck manipulation while ais523 got up to Time chosen (by dwangoAC, who wrote the luck manipulation bots, and (Amusingly, this dependence on the moon phase canĬause desyncs on occasion this is likely the only TAS that will haveīeen desynced by running a script on a full moon by mistake.) The In addition to being aįriday 13, there will also be a new moon on that day, making the gameĮven harder (although Friday 13 has a much stronger effect than the One that will occur, Friday 13 November 2015. None at all since the release of NetHack 3.4.3, so we picked the first Searched for maximally unlucky days it turns out that there have been In order to allow us to "play on the hardest difficulty", Ilari Despite this, this run ascends in only 2,071 turns, faster than the current unassisted turncount of 2,130 as described at and elsewhere. (I say likely because the timing in the submitted file is incorrect.) The focus was on conserving keystrokes, so rather than investing in heavy luck manipulation the focus was on the fastest realtime by not pressing more buttons than needed. The fastest human records are around an hour long or more as noted at and this run will likely be less than 10 minutes. This turned out to be harder than anticipated, but the end result is quite impressive given the constraints we placed on ourselves. I had been mourning the loss of some of the work we had done that I knew we would have to delete when I had an epiphany - speed TAS NetHack and finish the run by April 1st, with a goal of creating a run that beats vanilla NetHack 3.4.3 in the lowest turncount and in the shortest time of any existing records. Within the last week, ais523 created (from ) based on recently discovered changes which completely uproot many of the things we have been working on for the last 5+ years. To explain why I submitted this, take a look at which is the original ascension plan that ais523 created in 2010 when I started helping him by creating the nethack-tas-tools "emulator" project (which wraps KVM virtual machines with rerecording constructs such as savestates and scripting which produces files that Ilari is capable of converting for jpc-rr, but I digress).
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