HackNet is a multiplayer roguelike game, borrowing heavily from the style and gameplay of Hack and NetHack. Our goal is to keep the flavour of Hack intact, despite the gameplay changes required by allowing multiple players.
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It's been a while, but development has finally resumed on the HackNet project, and there have been a LOT of changes since version 0.0.5 was released more than a year ago! Chief among the changes is the integration of the actual NetHack object database into HackNet. HackNet now populates the world with real NetHack objects, with the correct creation probabilities, etc. Objects can now be worn, taken off, quaffed, eaten, put on, and so forth. Basic line-of-sight is now implemented. Object lists are now transmitted from the server to the client -- there is no longer a need for clients to be custom-compiled for the server they'll be playing on. Lots more changes, too. Check the ChangeLog for full details!
Object code total restructure Integrated NetHack 3.4.0 object database Real line-of-sight Objects can now be worn, taken off, eaten, quaffed, etc. Quit is now on 'Q' instead of 'q'. Lots more...
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