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Low Priority

copperwater edited this page Apr 8, 2023 · 2 revisions

This list is for ideas that at some point were vetted as being okay to implement in xNetHack, but implementing them is a distinctly lower priority than the other list of accepted ideas.

Ideas from this list might get pulled into the higher priority list or banished to limbo or the rejected bin.

  • Refactor make_confused and other make_foo functions: make it simple between increment / set
    • do as a vanilla patch?
  • Refactor "object splits a monster" code into a macro
  • auto-annotate levels with level sounds such as "coins being counted" or "footsteps of guard"
    • track "sounds the player has heard" in the level data structure
    • Not particularly interesting or rewarding for a refactor
  • unnethack penalize only lawful kni and sam for dishonorable conduct (20b08)
    • most of these would work better if the penalties were kept for neutrals. Not that there are a lot of neutral knights or samurai going around anyway.
  • unnethack curse item recursing into containers (622bf)
  • refactor struct artifact to hold its material rather than doing it in do_name.c (SAVEBREAK)
  • fumble/stumble split (SAVEBREAK, new property)
  • True pacifist - never directly harm a monster (SAVEBREAK)
  • occasionally a live werecreature gets placed behind iron bars, not a dead one
  • boulders sliding on ice
  • eating rust monster as iron golem instakills you
  • more door traps: trap that closes+locks all doors in the room, iron bars created on any empty doorway, on deep enough levels doors can be replaced with iron bars
  • A monster that finds itself wearing gear it hates (by polymorph?) should immediately try to divest itself of those things.
  • Polymorph should cause a monster to retouch its gear just like the player.
  • casting protection with free off-hand gives more points of AC and a "spectral shield" if your offhand is free
  • make blank paper the cheapest of all scrolls
  • level teleporters should be bright magenta
  • implement some other MR2_* intrinsics such as water walking
  • Increase the spawn rate of bats in cavernous levels. (Perhaps by psuedo-boosting their frequency when the level is cavernous.)
  • change water elementals' passive rust to a water damage attack
    • requires implementing a new damage type which will be used exclusively for them
  • consider doing something with crysknives to make them more viable
  • #701: Portals on the Planes generate non-hidden, so you don't need to bring mapping items for them.
  • #706: Tweak the database code to recognize a typed-in fruit name in the game as this entry.
  • #732: Provide an option to label branches with the branch name instead of using "Dlvl:" all the time. Also allow it to be shortened to "DL", with no colon, for those who want extra space in the status bar.
  • #741: Chests generated in barracks should contain gold, which is the soldiers' payroll.
  • #754: Change the "killed by the wrath of [god]" death to "annihilated".
  • #796: Make the amount of bonus movement points from temporary speed directly dependent on its remaining duration, with it gradually decreasing back to normal as the speed wears off. Also provide diminishing returns where giving yourself more speed boosts on top of already having temporary speed gives you less extra duration than it otherwise would, until eventually you can't get any more duration than 1 per turn. These bonus movement points should also stack directly with all other speed sources, and be visible to the user in the status bar.
  • #814: Mind flayers have to grapple your head before they can successfully suck your brain (like in D&D), forcing them to spend a turn doing this. If you have a greased helm, this gives you at least one extra turn to act since they will not be able to grapple your head until the grease dissolves.
    • This would probably best be implemented by giving them a sticky grab or bear hug attack and ignoring the existence of their tentacle attack if they aren't already grappling you (or you are being held by another enemy and thus can't avoid them). Either way, checking u.ustuck is the key.
    • Possibly, they need to spend another attack getting your helm off, which will unequip it, though this will get weird if your helm is cursed. A cursed helm shouldn't offer total protection against them. Possibly, they should be able to remove a cursed helm (like nymphs and foocubi do) despite its curse; this could be handwaved as them using their psionic powers to do it.
    • In variants that implement zombies eating your brain, it should work on basically this same system, where the zombie needs to hold onto you before it can eat your brain (and which also works that way in D&D).
    • for zombies, not sure about mind flayers; if the priors for this are ever implemented
  • #817: Leprechauns are occasionally generated with a sack of gold rather than gold pieces in free inventory. Though this would either have to be quite rare or only be possible on leprechauns generated outside leprechaun halls.
    • make sure to include with !in_mklev
  • #820: All H can step out of a pit in 1 turn.
  • #821: You can set some fixed inventory letters in the config file, so you don't have to adjust them manually. In its simplest form, this would apply only to starting inventory, and would allow things like a Tourist's credit card to be guaranteed to be placed on a familiar letter.
    • multi option system a la menucolors/autopickup exceptions, "autoadjust". Perhaps AUTOADJUST=[regex]=letter. Illegal to set multiple autoadjusts pointing to the same letter. When something enters your inventory that matches an autoadjust, it adjusts itself to that letter IF the item in that slot does not already match. At the start of the game, all items in your initial inventory are autoadjusted. It does not trigger otherwise, like if you drop something and free up a slot, it doesn't scan your inventory for things that could autoadjust to it. If an item matches multiple autoadjusts, it will go to the first one specified (in the internal list?)
    • this might be a good candidate for a reddit mini proposal
  • #884: Peaceful priests and angels of your own god on Astral help you out by attacking hostiles. Possibly only if your alignment is good.
  • #893: Setting fire to a web should burn through it, spreading to any adjacent webs and destroying all of them.
  • #936: Mimics can pretend to die, mimicking a mimic corpse or appropriate death drop. This does not come with "You kill the mimic" messages; it just changes appearance into a mimic corpse.
  • #1002: Brass knuckles, an item that increases damage done with bare hands and martial arts if you are unarmed. There are multiple takes on it: (SAVEBREAK, NEW TILE)
    1. They are a ring-slot item, possibly occupying both ring slots at once, or just one. In this case, you must also not be wearing gloves in order to get the bonus damage, or else you can't even put on gloves while wearing the knuckles. Can be charged like other rings to increase the damage dealt by them; however, the damage boost even when they are +0 is significant.
    2. They are glove-slot armor. This is nice because it means they can be enchanted with enchant armor rather than charging. While the enchantment increases damage, it does NOT provide any AC bonus.
    3. #1181: Caltrops: a nonmagic stackable tool that when applied creates a "caltrop trap" on your space, which damages / immobilizes / slows the first monster to enter it. Rangers and rogues excel at using them and possibly get some bonuses from them (madeby_u and Role_if). Not difficult to untrap, though it would be nice if some caltrops could gradually be lost in the process. Maybe spreading caltrops consumes five or so of them, and you won't always get five back during an untrap. (SAVEBREAK, NEW TILE)
  • #1184: You can pray at a gravestone, or ring a bell at one, to cause any of a number of good and bad effects. Praying brings up a prompt after confirming you want to pray: "Pray for the dead? [yn]" Answering no means you will pray for yourself normally. In either case, certain prayer-stuff happens: your god may be angry for the typical reasons, and your prayer timeout is increased, but a "grave prayer" will not give you any healing or boons. Ringing a bell is less likely to get a good effect than praying. Internally, note that flags are not used at all; graves use "horizontal" for being disturbed in vanilla. After you get one effect, the gravestone is flagged so that it doesn't happen again (or, more evilly, that any further attempts will only result in bad effects). Possibly shouldn't work at all on graveyard levels, because they have too many graves to balance these effects. Or else track the number of graves activated on each level with an increasing chance of the "restless" effect (this would SAVEBREAK)
    • Summon a ghost, which might be hostile or peaceful.
    • Summon a hostile undead, flavored as it forcing its way up out of the grave. Usually a zombie.
    • Polymorph you into a zombie or mummy of your own race.
    • Put you to sleep, ignoring resistance.
    • Create a swarm of hostile manes or lemures.
    • The headstone falls on your foot, dealing some damage, less if wearing boots ("killed by a falling tombstone" if fatal). Destroys the grave.
    • If the grave is a bones pile grave, the ghost of the player always appears. It will be peaceful if their alignment matched your own and hostile otherwise.
    • Various cosmetic messages that do nothing. "The air suddenly turns cold." "The engraving on the headstone shimmers for a moment." "A shiver runs down your spine."
    • The dirt cracks open and spits out any items buried under it.
    • A voice from nowhere whispers a random rumor, true or false.
    • The epitaph on the grave changes. This does not flag the grave.
    • Get an alignment bonus for honoring the dead (this is only if triggered by praying). "You feel that the one buried here is content." Bonus might be larger if you're lawful or a Priest, probably 1 otherwise. This should possibly happen before and independently of any other effects, and ensures a good effect.
    • Limited identify of 1 item.
    • Type-identify of multiple un-type-identified items in the inventory, but the player doesn't get to pick which. Might pick 0 items (flavored as the spirit not knowing anything new about what the hero is carrying).
    • Enlightenment.
    • Temporary telepathy / sleep resistance / infravision / other intrinsic.
    • The gravestone rumbles and moves aside, revealing a branch staircase to a just-created-now one-level branch, a small one-off "crypt" floating branch that contains some undead, some boxes containing corpses, and some treasure.
    • You "feel that the dead are restless", aggravating monsters level-wide. All gravestones on the level become flagged against further attempts. This effect could be added to and independent of other ones, and if so, it's a chance dependent on the number of already flagged gravestones on the level, which provides a nice way to balance it on levels that have massive amounts of gravestones.
  • #1408: God gifts come pre-identified: artifacts automatically become known (so that you get "the Giantslayer" rather than "a long sword named Giantslayer"; non-artifacts automatically become type-identified. At the same time, it may be useful to newer players to not hide the artifact's base type, so perhaps the artifact should not become learned (though identifying its enchantment, etc is still fine).
  • #1478: Save the exact text of wishes made, and add it to either the dumplog or the #conduct list of wishes.
  • #1495: Monster generation in the Quest, when calculating your experience level, takes the maximum of your actual level and the minimum level required to receive the Quest.
  • #1560: Improvements to secret doors:
    • There are fewer or no hidden doors between the upstairs and downstairs on a Dungeons of Doom level.
    • Less of a Dungeons of Doom level's loot appears on a direct or near-direct path between staircases, and more of the loot appears in rooms hidden behind secret doors.
  • #1572: A set of options (similar in structure to the paranoid options) that manages triggers that you want to interrupt you. Examples of triggers: a monster attacks, you teleport due to teleportitis, a monster comes within sight, a monster comes adjacent to you.
  • #1621: Rat king (a randomly generated monster, not the SLASH'EM unique Rat King), based on the real-life rat king. It is a r, not much faster than a rock mole, but has several bite attacks (possibly scaling the amount by monster level). Each bite has a small chance of conferring disease. Its level corresponds to the number of entangled rats, so a slashing attack could sometimes cut off one rat, which then appears on the floor as a new rat, and makes the rat king lose a level. (SAVEBREAK, NEW TILE)
  • #1632: Monster or damage type that un-erosionproofs gear, not very common. this would probably work better as a spell
  • #1653: Asmodeus and Baalzebub have a chance of re-appearing hostile to their levels (not a certainty; if they always came back there'd be no reason not to kill them off) when the player is on the way back up with the Amulet. Flavor-wise, this is because the player only paid for safe passage ''down'', and now the player has their coveted Amulet.
    • With xnethack changes and boss entrance messages this would be a more complicated problem.
  • #1663: Disintegration rays have a small (on the order of 5% or 10%) chance of destroying the player's reflection source instead of reflecting. This terminates the ray, so the player can't get hit twice by it.
    • be cautious, this can easily veer into EPI territory
  • #1677: A b-class monster which is a shapechanger and may transform into any P, b or j monster.
  • #1688: The monster generation rate in the Quest gets reduced to almost nothing once the nemesis is defeated.
    • Alternatively, monster spawn rate in the quest is very, very low, and more monsters are generated with the level.
    • Alteratively alternatively, defeating the nemesis removes the Quest-specific monster generation; newly generated monsters will be random like ones outside of the Quest.
  • #1700: New monster behavior flag M2_CLIMB or M3_CLIMB: added to monsters that are natural climbers (spiders, ants, most Y) and with effects like being able to get out of a pit in one turn, or who can climb up ladders without having hands.
  • #1646: Goldfish or koi, a ; monster that is level 0, always generates peaceful and has no attacks. The purpose of having it is for flavoring special levels, especially quests. (SAVEBREAK, NEW TILE)
    • This is low priority unless it's needed for a quest redesign.
  • #1710: Whenever a zombie steps over a zombie corpse, it revives.
  • #1738: Creatures that are stuck in a web (either the player or monsters) get a to-hit penalty.
  • #1768: Nazgul have limited gating ability. Every time one lands a hit on you, there is a small chance that another nazgul spawns somewhere else on the level.
  • #1770: Fiery monsters and possibly some demons get healed by fire traps and will deliberately jump onto them in order to heal up.
  • #1778: Monsters will only pick up projectile ammo if they are carrying an appropriate launcher; they will otherwise ignore it. (This does not apply to darts and daggers and other non-launcher missiles.)
  • #1779: Hostile monsters zap wands of make invisible at fellow hostile monsters, allowing monsters that can't usually use items to become invisible.
  • #1781: Some monsters, a subset of item-using monsters, can't read scrolls even though they can use all other items. Trolls and some orcs would be in this set (possibly even allow some members of a species to read and some not to, based on their internal monster ID.)
  • #1782: Ghouls eat rotten corpses they find on the ground.
  • #1801: Zombies can't open doors, but if there are multiple adjacent zombies on one side of a door, they can bust it down.
    • This may need refining. The case of multiple adjacent ones is unlikely to ever happen. The base idea is fine.
  • #1851: Amulet of drain resistance, which also gives immunity to death magic. Useful if monsters casting drain life are implemented. (spl and evil both have this) (SAVEBREAK, NEW TILE)
  • #1875: Breaking an amber stone (e.g. when fired from a sling and hitting a monster) has a chance of releasing a random insect.
  • #1876: Applying a blessed tin whistle will unparalyze pets in range.
  • #1903: Putting on a ring of protection from shape changers and forcing a shapechanged monster somewhere on the level to revert to its normal form wakes it up if it's asleep.
  • #1908: Spellbooks cannot be written by appearance. If you don't know the spell, you can't unknown-ID write it based on appearance (though you can still try to make an attempt to write it based on the spell).
  • #1910: Improvising on a wooden flute may rarely tame nearby r monsters compel all r monsters within its audible range to move closer to you or follow you, a reference to the Pied Piper of Hamelin.
  • #1914: New non-magical gauntlet which is metal and has no special effects but has 2 or 3 base AC. Knights start with it instead of leather gloves. (SAVEBREAK, NEW TILE)
  • #1921: Zapping a digging ray upward may either detach a boulder from the ceiling, or several rocks, instead of a single rock. If several rocks are released, each gets a separate damage roll.
  • #1922: Darts can be dipped in several different potions besides sickness to get different effects. Blindness, hallucination, sleeping, confusion, etc. Implementation-wise, this can be done by overloading the corpsenm flag on ammunition to indicate which potion it's been dipped in.
    • #2238: Dart traps can make you fall asleep, go blind, hallucinate, get confused, etc. This would mesh well with #1922.
  • #1934: Amulets of change generate cursed no more than regular amulets (it no longer generates cursed 90.5% of the time).
  • #1994: Polymorphing a corpse does not turn it into random food, but instead turns it into the corpse of a random level-appropriate monster. Discards any oextra information about the previously existing monster.
  • #1999: Amulets of ESP occasionally randomly cause a detect unseen effect, because extra-sensory perception is more than just telepathy.
  • #2027: When you take shock damage, any brass lanterns you are carrying in open inventory get recharged an amount proportional to the damage taken (possibly up to only 1/3 or 1/2 of its maximum charge).
  • #2029: Statues of a monster occasionally (5%) contain a figurine of that monster inside.
  • #2033: Revamp ring explosion on charging them: a ring enchanted to a positive value has a enchantment in 7 chance of "vibrating unexpectedly" or something similar. This is a warning and, like weapon vibration, does not hurt the ring. If you get this message, the ring's otrapped flag is set. Charging a ring with otrapped set always explodes it. There is no other way to ascertain the otrapped value of a ring, other than getting this message. A ring that generates at +4 or above has an enchantment in 10 chance of already having otrapped set. Discharging the ring via cursed charging or drain life has a 50% chance of removing the otrapped flag per point lost.
  • #2038: Applying a cursed bag of tricks sometimes causes it to explode, causing magical explosion damage to you while also expending all of its create monster charges at once.
  • #2066: The spell of protection does not gradually dissipate. It disappears all at once, with the player given a warning a few turns beforehand.
  • #2065: The spell of light has an advanced form, which is a ray. It blinds monsters it is fired at like a camera flash does. (The camera flash is also transformed into a ray, which can be reflected.) In Wands Balance Patch-implementing variants, the wand of light should also have this effect for skilled users.
    • this should use the next buzz type
    • Is an awful lot of work for perhaps not that much gameplay benefit...
  • #2098: Artifact ring Nenya (Galadriel's ring from Lord of the Rings): a mithril ring of warning that also confers unchanging. If possible, its warning should apply level-wide, not in a specific radius.
  • #2119: Artifact brass lantern that gives light in a radius of 4. Invoking it recharges it.
  • #2142: Open doors can generate trapped. When you step off an open door to some other space, it closes and locks behind you.
  • #2146: The Mines have a higher rate of gold and gems embedded in rock than the other branches.
  • Deterministic trees: they store the type of fruit they will generate in them, so that it can be specified in special levels. There are only 3 flag bits available for this, which may not be enough and it may require extending struct rm.
  • #2155: Throne rooms generate their monsters awake, but also generate all their doorways as locked.
  • #2161: Occasionally, instead of a werecreature corpse being placed in a closet behind iron bars, a live werecreature will be placed there instead.
  • #2173: Abandoned temples can generate as a special room, or else a room containing a random unattended altar may be converted into an abandoned temple.
  • #2174: Throne rooms should place the throne along one wall, preferably the narrower wall of the room.
  • [wishing for non-objects]
    • #2183: You can wish for intrinsics. This gives you any intrinsic that you can actually get in your normal form. Wishes for intrinsic reflection, drain resistance, and the like will be unsuccessful. (Probably not intrinsics normally only possible by eating jewelry.)
    • #2184: You can wish for attributes, which increases whichever attribute you wish for. Maybe a d4 or d5 increase (or d3+2 with a higher floor) so it's not inferior to a blessed potion of gain ability.
    • #2186: You can wish for "polymorph", which makes you polymorph. Possibly you get control over the polymorph.
    • #2189: You can wish for health. This restores between 50% (or 75%) and 100% of your missing hit points and cures all status ailments.
    • #3567: You can wish for your god to be mollified, which has the same effect as doing it at an altar. Not specified if this should break atheist conduct, but it probably should, since you're affirming there is a god that you want to placate. The parser could look for "forgiveness" as the phrase to trigger this.
    • All of these ideas require fixing the problem of the "You may wish for an object." prompt. probably change it to "You may make a wish."
  • #2205: One possible "trouble" if you are praying is having more than a certain total level/total difficulty of hostile monsters around you relative to your own level. If your god decides you are in trouble from this and decides to fix the trouble, they will teleport you horizontally somewhere else on the level far from any monsters. If the level is non-teleport, they will instead lift you up one level like a potion of gain level would. If that cannot be done, they will not attempt to fix it. Prioritized below other things such as HP
  • #2207: If you get hit by something reflectable, have no other source of reflection, and prayer timeout is 0, your god may rarely intervene ("But it reflects somehow!"). This automatically spends a couple points of divine protection.
    • could be SMOP with this temporary transient reflection source
  • #2234: Using the m command to move yourself into a pit makes you lower yourself into the pit without taking any damage (so you can easily get items and other things in the pit). Maybe a spiked pit still deals a bit of damage, maybe not.
  • #2240: You can untrap falling rock traps. Unlike dart and arrow traps, this just dumps all the remaining rocks onto that space all at once with the message "The rocks clatter onto the ground". If there is a monster on this space, it gets hit repeatedly by each rock.
  • #2241: Monsters that normally cling to the ceiling are unable to on outdoors levels.
  • #2248: Lighting a web on fire will burn it away, and also spread to any adjacent webs and burn through them. Monsters on squares containing burning webs take a smallish amount of fire damage.
    • How to permit "lighting"? zap_over_floor and explosions obviously, but the player would also have things like Fire Brand or using a lit candle or oil lamp, but there is no way to apply a candle to another space.
  • #2249: When the player or any monster frees itself from a beartrap, it removes the trap and puts a beartrap item there instead. The trap shouldn't magically become primed again.
  • #2252: Empty boxes are never trapped.
  • #2253: Occasionally when a pit or hole is generated, generate a random cloak on top of it (it's poorly covering the opening and the hero doesn't notice until they either search while next to it or step onto it). Bias towards regular cloaks.
  • #2259: When a magic trap shakes your pack violently, any bells you happen to be carrying get rung. For normal bells this doesn't do much besides awaken monsters, but the charged Bell of Opening will be rung, do its usual ring effects, and lose a charge.
  • #2300: Change Fort Ludios's door to a drawbridge, and add several more drawbridges leading into the throne room from all sides. When one drawbridge is opened or destroyed, all the others automatically open to let the monsters swarm out and attack.
  • #2330: Fix the effective level difficulty of all Sokoban levels to either the level past the one with the stairs, or the level with the stairs, or a constant 9.
    • It's a common refrain that Sokoban was too easy in 3.4.3 with its easier difficulty as you progress through it, and that it was too hard in 3.6 with its harder difficulty. Fixing it at a constant difficulty is a popular middle ground. HOWEVER, xNetHack sokoban is rather easier already because a) spawn rate is lower and b) the zoo contains only animals.
  • #2350: Instead of storing door traps as part of the door state, use the trap field of struct lev with a special new DOORTRAP trap to indicate that there is a trap on the door space.
    • REPLACEMENT for door traps system? potential vanilla patch?
  • #2352: Allow the player to dip into adjacent pools, as this is not actually hard to do in real life.
  • #2354: If the player shoots or zaps something and there is a submerged or hiding monster the player doesn't know is there in the way, it just flies past without interacting.
    • Ergh. Likely a SMOP.
  • #2360: Add a Japanese translation for kelp frond: "nori".
  • #2365: All eggs display their size, which is the same as their monster size (so e.g. an unidentified killer bee egg would be "tiny egg"). Non-monster eggs are small. Could also change the egg weight to match.
  • #2380: Blessed object detection shows (item carried by a monster) for any object which is currently being carried by a monster, instead of just (item). Possibly a SMOP depending on how the display code is set up.
  • #2385: If you try to go up or down stairs or enter a magic portal, and there is a pet that is still eating next to you, you are prompted to confirm changing levels. Also remove the "foo is still eating" message since it will then be covered in the prompt.
    • only the stairs/ladder part; portals are weird; will need to keep "foo is still eating" message
  • #2390: Add "choose" as a pettype option, which prompts you to select from the available pets during character creation.
  • #2395: If you can see a monster only with telepathy, you cannot see its peaceful/hostile status, so all monsters appear hostile by default (except tame monsters, which you can still see as tame). Likewise, you can't see the monster names of non-tame monsters you can see only with telepathy. Might be complicated.
  • #2406: Show basic summaries of any pets with you when your game ends. Things such as their inventory, age, basic stats, whether they were a starting pet, etc. This is primarily so that it carries over into the dumplog.
  • #2413: You can scare off a vault guard by telling him your name is one of the demon lords. This has the same effect as if you couldn't say anything, so you're still trapped in the vault after he flees. The -1 alignment penalty for lawful lying still applies.
  • #2416: Hitting monsters that have a passive shock attack with something made of copper, silver, or gold increases the amount of shock damage. (possibly smopy)
  • #2419: Boulders falling on the player's head deal more damage than they currently do, and they don't really have their damage significantly reduced if the player is wearing a metal helmet.
    • 1d20 isn't awful, but it needs a higher floor than that. drop_boulder_on_foo should offer a way to tweak that damage
  • #2430: Petrification sources need to be made more consistent - logically, "The cockatrice touches you!" should have the same effect as touching its corpse, but instead it is a mere 1/30 chance of starting a delayed petrification.
  • #2431: Gnomes get permanent detection of gold and gems within a radius 3. Or possibly the radius can scale with XL.
  • #2434: Stat shuffling through self-polymorph should be slightly biased towards reducing stats.
  • #2436: "while already on Charon's boat" is appended to the death message whenever the game ends with the player's own role genocided, not just when they quit. Could tie into the same "and" code that handles multiple while things with polyinit mode. Possibly it's left off if the player ascends.
  • #2443: Water turbulence won't affect your underwater movements unless you are trying to move from one water square to another water square, and the water square you are on has at least one orthogonally adjacent water square.
  • #2448: Teleport at will shouldn't be gained at different experience levels for Wizards versus everyone else - it should be standardized at the same level for all characters. (why is teleport at will even a thing?)
  • #2450: When you first pick up the Amulet of Yendor, you get another screen-overwriting message similar to what happens in the quest and at the beginning of the game, directing you to travel back up the dungeon and give it to your god.
  • #2453: Add a joke oracularity about woodchucks.
  • #2461: The usage fee for reading a book in a shop is reduced to 45%, to make it so that unless you have very high Cha, it's better to pay the usage fee than to buy and resell.
  • #2465: The player gets a small to-hit penalty when nauseous (about to vomit).
  • #2475: Some special minor effect if you are wearing an ornamental cope as a Priest. note this actually needs a minor effect
  • #2522: You can occasionally get a free food appraisal when you eat something. This is based on a random number computed from the turn and (possibly) the object ID, weighed against your Wisdom somehow, such that higher Wisdom increases the chance that you get the food appraisal.
  • #2524: Apply the digging-a-grave-up behavior (summoning undead, alignment penalties, etc) when a headstone is kicked over, as well as digging it up. (The substitute for "You unearth a corpse" is to silently create a corpse buried under where the grave used to be.)
  • #2533: Extend Cleaver's wide-arc hitting behavior to all battle-axes.
  • #2539: Cursed or unlucky wishes for scrolls, potions, or spellbooks may give you the blank counterpart instead of what you wanted.
  • #2541: Kicking a tree may cause you to get hit by a falling branch and take some damage. (Possibly, the branch has a smallish chance of appearing on the ground as a quarterstaff, but only once per tree).
  • #2550: Add a hard cap on the amount of levels you can gain via foocubus, but count each level gained this way - each 'educational experience' - as +1 on your chance of a good outcome of future interactions.
  • #2561: Intrinsic telepathy only works in a radius equal to your Int (extrinsic sources aren't changed). Cooperative telepathy, if implemented, works in the same radius if intrinsic, full-level if extrinsic.
  • #2578: Implement a wizard mode command that freezes all monsters (done by blocking their normal movement point gain), which is useful for debugging.
  • #2580: Implement hoard scarabs from D&D. They are a x, which can hide under object piles containing at least 25 gold pieces (and only object piles like that; they can't hide under single non-gold objects or furniture or anything; possibly they can only hide under a gold-containing pile when the gold is on the top). They have a nasty poisonous bite.
    • When the game wants to generate one in a random location, it either creates a gold pile for the scarab to hide under where it generates or alternatively it searches around the level for a suitable gold pile and puts the scarab there. (If it can't find one, it may just fail to generate).
    • They may also pop out at you from inside randomly generated gold-containing chests, possibly as a container trap effect.
    • Their AI does not permit them to come out from under a gold pile at all, unlike other hider monsters, unless traveling to an adjacent pile. Possibly there could be some in Ludios and/or random vaults.
  • #2591: When a mail daemon delivers a scroll of mail and you have kept illiterate conduct so far, it offers to read the message to you rather than just giving you the scroll which you can't read.
  • #2642: Define Angels to have an additional amulet-stealing claw attack. If you aren't carrying the Amulet when they hit you, this attack is skipped. (Actually, perhaps all Amulet-stealing attacks should work this way, where they don't happen if you have nothing to steal).
  • #2672: A magical horn whose effect depends on what material it's made out of. One effect could be pacification; another possibility is to make it a horn of summoning, with the monster type summoned controlled by the material. (SAVEBREAK, NEW TILE)
  • #2673: Monsters can now zap cancellation at the player; effects of cancellation on the player include draining Pw (and possibly maximum Pw if Pw hits 0) and removing magical temporary intrinsics such as invisibility, speed, and detect monsters.
    • This is kind of a clumsy asymmetric implementation. FIQHack cancellation intrinsic would be better, but may run into some problems with having a full 32 bits of status conditions after Panic is added.
  • #2674: When you polymorph into a monster which reduces your carry cap so that you're burdened or worse, you automatically unequip and drop your worn items until you are unencumbered.
  • #2682: Monsters summoned by an aligned caster (meaning a caster with a well-defined alignment: aligned priests, angelic minions) will also be minions of that god. Minions additionally get some extra benefits in exchange for directly serving a god, among which is periodically getting their HP topped up every now and again.
  • #2687: Incorporeal monsters like ghosts and shades are only hit with blessed objects, artifacts, magical attacks, etc 50% of the time they would have otherwise. The only items that are guaranteed to hit (assuming you make the to-hit roll) are those made of either silver or bone.
  • #2712: Levitation from a blessed potion or an artifact allows you to use < and > to float into the air and descend at will, without the levitation timing out. This would require implementing two additional flags: one that tracks whether your levitation comes from those sources, and one that tracks whether levitation is currently suppressed due to your voluntary descending. (SAVEBREAK)
  • #2721: On deeper Dungeons of Doom levels, when the game randomly places an altar in a room without intending to create a temple, sometimes make the room into an abandoned temple.
  • #2739: Any rings the player starts with can't be more than +2 or +3, because randomly starting with +5 rings is rather overpowered.
  • #2740: Being polymorphed into a spellcasting monster boosts your energy regeneration rate proportional to the base level of the monster you are.
  • #2743: A monster spell (or perhaps some esoteric monster damage type) that makes you intrinsically fumbling for some time.
    • This doesn't mesh well with player monster spellcasting merge, because then the player can cast fumbling at monsters, and there is no code for monster fumbling
  • #2747: An orc shaman behaves as the temple priest in Orcish Town (possibly even having an epri struct attached so that it tends the altar). If you pacify it, you can donate to it as you would a normal temple priest.
  • #2808: If you are polymorphed into an inediate monster, you are physically incapable of eating. "You do not need food in your current form."
  • #2810: You have a boosted chance in getting crowned if you are carrying the Amulet of Yendor. This possibly also nullifies the downsides of crowning, such as an extended prayer timeout.
  • #2822: When a pudding moves onto a square containing a glob of its own type, it absorbs the glob and gains HP.
  • #2859: Throwing something downwards on a down staircase will throw it down the stairs, making it end up on the level below.
  • amulet versus curses, becomes cursed itself when intercepting a curse (this doesn't affect its ability to catch more) (SAVEBREAK, NEW TILE) protects vs fountain cursing too. maybe vs conf b?oRC too
  • allow obj lookup for unid descriptions of non-randomized items, such as hard shoes
  • Test for object materials in testwish.lua - it currently verifies that things like "silver daggers" don't break anything, but it doesn't actually check the material
  • #2888: Traps track the turn on which they were created in the trap struct. This is used to determine the age of a web; creatures will tear through an older web more easily, and with less strength, than a young one. (Possibly, when you spend time off-level, this trap timestamp updates to account for that time, because time is frozen when you aren't on a level.)
  • #2904: Priests attending a temple altar can magically fix their temple's walls periodically like shopkeepers can.
  • #2911: If a special level fails to load, its fallback is not to make a maze - instead, it creates a simple large rectangular open area stocked with some random monsters and objects (and stairs, if relevant). It is named the "Bug Room". [if mazes die in 8.0, fallback may be different]
  • #3003: A polymorphed monster will turn into a monster of similar difficulty to its current form, rather than a monster of difficulty appropriate to the current dungeon level.
  • #3015: Golems are particularly resistant to being tamed, because they have words in/on their head instructing them what to do; magical taming basically has to overpower that and make them do something else.
  • #3020: Casting stone to flesh upwards while standing on a falling rock trap makes the trap drop its remaining ammo as meatballs instead of rocks (which still fall on your head when you trigger the trap, but do no damage).
  • #3076: Warning levels should either be set directly in the permonst struct or be mapped from a monster's difficulty somehow, instead of being based on the monster's level; it's rather silly when a monster gets drained a level and decreases in warning intensity, when it likely hasn't lost any offensive capability.
  • #3130: If you are wearing a greased cloak, it should not count as one of your carried items for purposes of determining if you can squeeze through a diagonal choke point.
  • #3133: The player (and probably all creatures Large size or smaller) gets knocked back 1 tile when hit by a boulder (thrown or rolling).
  • #3134: Thrown boulders behave like boulder traps: they keep moving even after they hit something rather than stopping and falling to the floor at that location. Possibly this is flavored as the boulder hitting the ground on the first target and continuing to roll in the same direction.
  • #3197: If a monster with an associated glob comes into contact with it (by moving onto it, or if someone hits it with the glob) it absorbs the glob and heals HP proportional to the glob's weight. If this would heal it beyond its max HP, it gains a point of max HP.
  • #3199: Artifact whistle Nightingale, based on the Nightingale Robber from Russian folklore. When blown, it causes various effects to monsters in a sizeable radius: stunning, confusion, scaring, possibly even instadeath if they are weak monsters or have low HP (or just HP damage). Any of those effects can also happen to the player. The player is guaranteed to become deaf for several dozen turns from blowing the whistle. (SAVEBREAK)
    • As a limiting factor, it will only cause these effects if blown when its invoke timer is ready, and blowing it will internally set its invoke timer as if you invoked it. If blown when its invoke timer is not ready, it will just behave like a regular whistle (and no "ignoring you" message will be shown).
  • #3206: Dipping low boots into a potion of levitation turns them into levitation boots.
  • #3223: When you read a magic marker, instead of a single fixed string, it gives a monster-based pigment. E.g. "Cockatrice Yellow", "Hell Hound Red", "Gremlin Green".
  • #3249: Worn rings are targeted last for destruction to electricity damage: they'll only disintegrate if you're not carrying any other rings to lose.
  • #3252: Unicorns whose alignment doesn't match yours take double tameness penalties (i.e. every time you do something that decreases tameness such as abusing them or abandoning them on a level, they double that amount of decrease).
  • #3257: Wands of light should light up when wielded (in a radius of perhaps 3 or 2). To give them some limiting factor, they either lose a charge each time they are wielded, or there is a fixed chance per turn it's lit that it loses a charge. It's been noted that this would provide an incentive to try wielding every wand in order to determine if it's light, but this may not be a big problem.
  • #3259: Track the major consultations you receive from the Oracle; you will never get a consultation you already received in the current game unless you have received them all.
  • #3267: Very rarely (perhaps 0.3% of the time), a soldier ant will generate in a barracks instead of a soldier.
  • #869: Vapors from the potion of polymorph should cause a brief or minor polymorph. Possibly the "you feel like a new foo" effect. How should poly vapors mildly shuffle monsters? maxhp, and what other per-monster stats?
  • #1025: Falling boulders (e.g. from scroll of earth) will smash fragile items lying on the ground on the square they drop on. Possibly rolling boulders do this too.
  • #1107: When you are both hallucinating and weak from hunger, monsters start appearing as % instead of regular hallucinatory glyphs.
  • #1124: Vortices, or possibly all whirly monsters, scatter items to different squares when they pass over them (using the throwing code, so items may shatter and creatures may be hit by them). Possibly only objects under a certain weight.
  • #1264: When a monster wields Vorpal Blade out of your sight, you hear "a distant snicker-snack".
  • #1380: Blessed gloves of any type allow you to handle cursed weapons without them welding to your hands. This will require some thought because there are a number of edge cases such as losing gloves to theft/foocubus/plain removal...
  • #1568: Monks can gain intrinsic immunity to just about everything by leveling up, but most of these are nullified if the monk is wearing body armor. Bonus points if they get immune to things at/after becoming a Student of that thing.
  • #1576: Crystal plate mail is so transparent to magic that it provides no magic cancellation and can't be enchanted, disenchanted, canceled, destroyed with destroy armor, or cursed with curse items. Possibly extend this to any armor made out of crystal (GEMSTONE). Also possibly it always generates as +0, because anything otherwise would imply that it had been enchanted previously.
  • #1608: Pressure plate traps that cause all the doors of the current room to close and lock (doorways without doors could turn into iron bars or, on deep enough levels, all doors could turn into iron bars). Triggering this automatically removes the trap. Generated very rarely, and has special generation that occasionally makes it appear just inside a door to a throne room.
  • #1721: Scale M1_CONCEAL with monster size, so that larger monsters with M1_CONCEAL can hide behind objects of a sufficiently high weight or those that are oc_big.
  • #1753: It should be possible to have monsters that are sessile but still get "movement points" to make active attacks. Lichens and spotted jellies are two good examples of monsters that could be like that.
  • #1758: When a monster that hides under objects moves from one hiding spot to another, there's a very low chance that you notice it and it becomes unhidden. This chance is boosted by higher Wisdom, and having searching provides a boost.
  • #1773: If you have egg on your face, your Charisma is temporarily and sharply reduced, lasting until either you get hit by or immersed in water or #wipe with a towel. This could also apply to having cream pie on your face.
    • A possible addition is for monsters to throw random (non-cockatrice) eggs at you.
    • Another possible addition is to add a new "egg trap", which fires eggs at you with the intention of getting egg on you. (SAVEBREAK)
  • #1842: A cloak of flying. (SAVEBREAK, NEW TILE)
  • #1856: Jars, which are like tins except made of glass (or possibly, tins made of glass material, in object materials implementing variants). Generate quite often as chest contents. Possibly, what is in the jar is apparent just by looking at it. (might be more work than it's worth, but at least willing to try glass tins to see what will happen)
  • #1938: Genocides can only be targeted on monsters you can currently see. This means if you want to blessed-genocide L, you actually have to go and find a lich and read it in its presence. (What about zen? Spotting the monster works if it's adjacent?)
  • #1959: Fire bolts light potions of oil on the ground that the bolt is zapped over, and cold bolts snuff them.
  • #1978: Almost-rotten corpses, those that give the "You feel sick" message, may cause you to vomit.
  • #1990: If you enchant multiple worm teeth into a single crysknife, the enchantment of the resulting knife is increased by 1 point for each additional tooth involved. This can go up to a maximum of +9, bypassing normal overenchantment dangers.
  • #2006: Stethoscopes don't work on non-living monsters.
  • #2082: When you are hit by the aggravate monsters spell at melee range, you gain intrinsic aggravate monster for a little while.
  • #2088: The spell of detect unseen grants temporary intrinsic searching (perhaps d5 or d3+2 turns) in addition to its usual effects.
  • #2143: Sconces (perhaps a \ found on the walls of dark rooms, and in dark Mines levels, that may contain (lit or unlit) candles. You can untrap or loot them to remove the candle. Could also generate with an oil lamp, which would give you a potion of oil or a partially filled oil lamp when looted.
  • #2171: If you are a Monk and the game decides to generate a delicatessen, replace it with a health food store 80% of the time. This is independent from the special case for health food stores in Minetown.
  • #2219: Magical taming is easier to do on coaligned monsters and harder on crossaligned monsters.
  • #2242: Rolling boulder traps don't expect a boulder at a specific spot: they look up to 9 squares in all 8 directions for boulders, and the first boulder it finds will be triggered. If no boulder is in range, it may create one by dropping it from the ceiling in a suitable location, then rolling it across the trap (but only one boulder per trap will be created like this, and some traps generate incapable of creating a new boulder).
    • "Where will the boulder stop rolling" is a consideration too. Currently it relies on the launch coords for this. It could just be "2 squares + d(foo)".
  • #2243: When a monster triggers a magic (or maybe polymorph) trap, one possible effect is that they turn into a figurine of themselves with appropriate beatitude. However, the trap exploding on them is more likely, so that it can't be used to farm figurines. A possibly evil addendum is that if the player would have otherwise died from damage from a magic trap, the bones file may contain a figurine of them instead of a corpse.
  • #2244: When you try to move onto a known trap with the m command, the game interprets it as you specifically trying to avoid the trap you already know about, and your chance of triggering it is greatly lowered.
  • #2276: Mines' End variant that is an actual mine, with many twisty corridors dug out of the rock, and many unmined gems in the rock. The luckstone is unmined, in one of several possible spaces, not adjacent to any corridors but not too far away from them, and certainly not as far away as in the Wine Cellar. A pickaxe will be guaranteed somewhere on this level. (SAVEBREAK)
  • #2278: Vaults with undiggable walls. You must teleport into them. (The guard will appear inside the vault and teleport you out once you drop your gold.)
  • #2293: New Medusa-alternative level (like the Grue and Echo levels in dNetHack): Chrysaor's Palace, containing a fair amount of water, soldiers, and Chrysaor, who wields a +10 gold broadsword and a gold shield of reflection, and whose attacks and resistances are on par with Croesus or even better. (SAVEBREAK)
  • #2313: Occasionally, when a bones file would create a ghost (e.g. most times), and the level difficulty is high enough, create a wraith of the player instead (should be doable with ebones). If in Gehennom, occasionally create a shade of the player.
  • #2379: For variants that implement terrain recoloring while hallucinating: Don't select the color randomly. Instead use Perlin noise or other continuous noise so that contiguous regions will have the same colors. (Terrain recoloring itself must be implemented first, from GruntHack.)
  • #2418: Elven priests start with an elven shield instead of a small shield.
  • #2435: Being satiated abuses wisdom for Samurai (at the same rate it does for Monks currently), and gives Monks slow alignment penalties instead of abusing wisdom.
  • #2440: Monks start with 0-2 potions of enlightenment.
  • #2495: Nymph race very similar to dNetHack's yuki-onna, but based on regular NetHack nymphs (so no association with cold and no iron weapons). Has the same unarmed-attack-automatic-stealing ability that yuki-onna have, and has infinite carry capacity, but low HP. A very low priority.
  • #2512: Add as rare possible fountain effects erodeproofing and blessing a dipped object. (Possibly only in magic fountains, which expend the magic with the normal wisp of vapor.)
  • #2525: Archeologists begin the game able to recognize all eggs.
  • #2538: Barbarians who roll a 1 on their damage die get the die rerolled and the second result used.
  • #2597: Add a potion of resistance, which provides a cocktail of basic resistances (things like fire, cold, shock, sleep, and poison) for a limited time. In order to make this more useful and not just yet another candidate for stashing away, possibly all roles start with it identified. (SAVEBREAK, NEW TILE)
  • #2606: Healers start with a very high Constitution score.
  • #2632: Revamp the scroll of scare monster: rather than being good indefinitely as long as it's not picked up, it will increment an internal counter whenever it scares a monster, by an amount equal to that monster's HD or difficulty. The scroll disintegrates on the floor after this "total difficulty of monsters scared" counter exceeds some value.
  • #2639: If you are eating someone's brains when polymorphed into a mind flayer, and you are very satiated to the point where you aren't getting the full amount of nutrition from it, you do less damage with the attack because you aren't eating as much of their brain.
  • intrinsic light (conferred for a long time by scroll of light, and for a short time/no time by wand/spell of light) (SAVEBREAK)
    • Can just add_light_source on youmonst.
    • Make sure this works with polyself into an emits_light monster.
    • An implementation needs something that can actually give you this intrinsic. blessed scroll of light is a possibility but it already does full-level lighting, which would be scrapped. uncursed perhaps? (no one uses uncursed ?oLight)
    • Gold dragon scales have made this somewhat less useful, and there still isn't a reasonable source of it.
  • #2678: A certain type of chest (not a new object, just a specially flagged chest) that is magically protected; it cannot be opened, unlocked, be forced open, or destroyed until a certain monster on the level is either killed or leaves the level. Once it's gone, the chest opens normally.
    • Currently a bit of a solution in search of a problem.
  • #2754: Since lycanthropy is an "abnormal" polymorph, dying while in your wereform kills you completely. (This closes off the silliness of turning into your wereform and throwing your weapon at yourself until you die and turn back to normal).
    • Possibly, weak lycanthropes such as wererats and werejackals should be removed so that getting infected by one isn't essentially a death sentence.
    • This would only be acceptable if a few major changes were made, such as deleting weak weres, buffing the were form of werewolves significantly beyond regular ones, and pushing werewolves later into the dungeon. This doesn't sound like a huge priority now.
  • #2769: Vault guards have specific responses to other names you might give them, such as "the Wizard of Yendor".
  • #2771: A helm of brilliance no longer boosts Wisdom. It only affects Intelligence.
  • #2772: Remove the graveyard flag from the Castle level, but make it so that undead cannot follow you upstairs past the Valley of the Dead, preventing wraith luring. (Could also apply this restriction to levelport and branchport).
  • #2781: Disenchanters' touch attacks can cancel individual items in your inventory (not just armor) as well as merely reducing the enchantment of armor. Or possibly add a new R monster that has this ability, and leave disenchanters as they are.
  • #2787: Digging down on a sink does not automatically stop when it becomes a fountain. Some of the time, it goes straight to creating pools, the "Water gushes forth" effect (as if it had momentarily become a fountain then you kept digging), and disappears. "The pipes break! Water gushes forth!" with no further message. Possibly 1/5 or 1/4 of dug sinks.
  • #2795: Confused genocide doesn't necessarily genocide your own species; it chooses a random genocidable species (which might be your own) and genocides that. If blessed, it picks a random monster class containing at least one genocidable monster (including @) and genocides that.
    • Another option is that confused genocide automatically picks a monster you have probably been thinking about, such as the nearest monster you can see (if you can't see any other monsters, you can still see yourself!) or the last monster you saw or killed.
    • but not feeling particularly inclined to do this fast
  • #2807: Lava on the Plane of Fire regularly erupts in a spray of molten rock, which is extremely harmful and thus very bad for you if you are over it or adjacent to it when it happens. This makes it less appealing to just levitate or fly and completely ignore it.
    • not a high priority
  • #2809: Remove Wizards' exclusive access to reduced-hunger and hungerless casting. Instead, tie spell hunger to how experienced you are with the spell; this could either track how many times you've cast that specific spell, or use your skill in the spell's school as a proxy for that, or both. Intelligence could remain a factor, but the important thing is that non-wizard casters can also enjoy the benefits. (Note that Wizards, what with casting spells a lot more than other roles and having high spell skill caps, will still reap a larger benefit from this.)
    • Tying it to number of casts means that people are incentivized to just sit in a locked room and cast cast cast to reduce the hunger penalties.
  • #2823: Add a new option that controls whether autopickup functions in shops. If it is on AND regular autopickup is on, items will be autopickedup in shops; if either of the two are off, they won't.
  • #2828: Remove sleep as a ray. Sleep wands (and monsters with sleep breath like orange dragons and Nazgul) instead shoot a beam of sleep. The sleep spell either also shoots a beam of sleep or causes sleep in an area of effect. Sleep could also possibly be a cone, spreading out in the direction it's shot in, but cone spells remain unimplemented.
  • #2844: Squirt gun: a weapon which can be loaded with a potion (using up the potion), giving it ammo for 5-10 shots. When you fire it, a liquid projectile flies through the air, and causes potion effects (identical to those of throwing a whole potion) to whatever monster it hits.
    • It would be silly to define a separate liquid projectile object for each type of potion; probably the best implementation would be to have a single "splash of potion" object and use some field on the object, like corpsenm, to track what sort of potion it is.
    • Loading water into the squirt gun can be used to discipline pets.
    • good gameplay solution, bad flavor solution. is sacrificing the flavor worth it? Flavor can be addressed by having the gun only show up with Kops.
  • evilhack/grunthack randomize planes order (d23946) (SAVEBREAK)
  • #2856: Being choked and unable to breathe should confer all the benefits of being unbreathing, including being (partially) immune from the effects of poison gas.
  • Pacification spell (from dnh) - like charm monster but lower level and only pacifies. (SAVEBREAK, NEW TILE)
    • I think ideally this wouldn't be a spell - spellcasters are already quadratically powerful. Might be worth thinking about in the context of monster AI improvements - e.g. monster remembers you pacified it then attacked it while peaceful, and now will resist further pacification
  • #2863: Spell of disarming, a level 2 attack (possibly matter) directional spell, which disarms the first monster it hits, causing the weapon to drop. At Skilled and above, it makes the weapon go flying in the direction the spell was directed. (SAVEBREAK, NEW TILE)
  • #2894: Vorpal Blade can only instakill a monster with less than 400 HP. Otherwise, it merely deals double damage.
    • how much stuff even has this much HP?
  • #2903: The spell of knock cannot be used to escape from an engulfer (the wand of opening, however, still can). Casting knock into an engulfer produces the message "You knock on the inside of [monster], but nothing seems to happen."
  • #2907: Kicking a dragon while you are riding it as a steed makes it use its breath weapon (if it is currently able to, with its cooldown over). This is still subject to possible tameness penalties and other side effects of kicking a steed. It's not defined whether the player should control the direction it breathes in or whether it will select a target itself.
    • may be more difficult than seems. low priority
  • #2958: All monsters in the f class take less damage from falling into a pit than usual. (Also applies to the hero if they are polymorphed into a feline.)
  • #2975: New artifact, The Dwarf Bread, or possibly, The Battle Bread of B'hrian Bloodaxe. It is a cram ration, and if the object materials patch is present it is made of stone. It cannot be eaten; if you try you get a YAFM about how you really aren't that hungry. Its main effect is that while carried with no other apparent food available, your nutrition will not decrease if it is at or below the threshold of going from Hungry to Weak. (SAVEBREAK, NEW ARTIFACT)
    • You are considered to "have food available" if:
      • You are carrying any food in your inventory or in containers.
      • There is any comestible, anything at all, that you can see on the map.
    • Possibly, it acts as a club when wielded, though being a cram ration it can't be enchanted.
    • it might upend intended nutrition system stuff by letting you sit in a closet indefinitely. maybe instead of giving you no digestion, it confers slow digestion?
    • Can't allow pets or gelcubes to eat it either.
  • #2978: Assuming an implementation that lets monsters wear rings and lets you pick and choose what your pet equips: You can have your pets wear an amulet of unchanging to make them immune from being polymorphed or shapeshifting, and having them wear protection from shape changers could be used to prevent them from shapeshifting, if they are a shapeshifter.
  • #2979: Ring/artifact that provides magic resistance, but hinders your own spellcasting while you wear it by increasing your spell failure rates. Additionally, it gradually drains your magic energy while being worn. If you have no energy, the ring stops providing magic resistance. (SAVEBREAK, NEW ARTIFACT, NEW TILE?)
    • The concept for this is very interesting, but it's hard to think of how to fit this in. In particular, such an artifact would have a better claim to the name "Magicbane" than the actual Magicbane.
  • #3007: In wizard mode, the #polyself command (and only that) enables you to polymorph into a non-allowed form, with a confirmation prompt and/or warning message.
  • #3019: Wearing cursed rings causes you to hunger slightly faster than if they weren't cursed. Say, double the ring hunger.
  • #3017: Magic collar, an amulet without a randomized appearance, which you can apply to a pet to make it wear it, assuming it has a neck. The pet then becomes visible to you at all times while it's on your level (similar to seeing it with telepathy) and possibly tracked in #overview if it's not on your level. Farlooking a pet wearing a magic collar shows HP and other additional information as if you had used a stethoscope on it. (SAVEBREAK, NEW TILE)
    • Not specified what effects there would be, if any, if the player wears the magic collar.
  • #3013: Spellbooks that you have identified but haven't actually learned display a "(level n)" on them to indicate the spell level.
  • #3042: If the player attacks a monster in melee immediately following a teleport (possibly only a spontaneous teleport), they get a backstab bonus on it, even if they're not a Rogue.
  • #3041: Certain monsters can intercept [some of] the missiles you shoot at them. This can involve catching arrows and other non-ammo things like spears, maybe even Mjollnir. It might be a good candidate to put on certain boss monsters or other "skilled combat" monsters such as the Yendorian Army.
  • #3052: The Oracle blasts you with magic missiles (directionless, appearing from nowhere, so you don't need to be in a straight line from her) if you smash any of her statues in her line of sight. She could also yell something like "That was a gift from Medusa!"
  • #3062: Cavemen wielding clubs get damage bonuses that increase with their skill in club, to make up for clubs' awful damage.
  • #3087: Rather than marathon mode using a fixed value of 999 HP, you can set an option to control how much HP is used. (If the option is not set, it will default to 999). The value should appear in both the xlogfile (so that tournaments can set some threshold of HP beyond which the game doesn't count) and dumplogs.
  • #3089: Converting an altar is made easier to do in terms of RNG (either increasing the odds or making the conversion guaranteed after some number of sacrifices), but in compensation for that, all attempted sacrifices cause the altar's god to get angry at you and smite you, with the penalty dependent on your XL or level difficulty. They can do things like curse your items, give you negative protection, send minions to defend the altar, and blast you with lightning and disintegration if at a high enough level.
  • #3106: Fuzz the turn on which Luck times out by hashing ubirthday together with (turns/300), and taking the result modulo 300. This means that Luck will still time out once every 300 turns, but the player can't predict the exact turn on which it happens, and figuring out the exact turn it happens in one iteration is unhelpful for any future iterations.
    • If Luck is timing out once per 600 turns, still do the above, but do nothing on every other iteration. Determining which set of "every other" iterations to use could also be done by hashing ubirthday and seeing if the result is odd or even.
  • #3114: When the player does something that decreases the tameness of a pet, the amount of decrease should be doubled if the pet is intelligent and "weakly" cross-aligned (either the pet or the player is neutral and the other isn't), and tripled if the pet is intelligent and "strongly" cross-aligned (the pet or player is lawful; the other is chaotic). Or, it should be only a 50% chance of losing tameness if coaligned, 1 point if weakly cross, 2 points if strongly cross. (Likely will need a refactor adding a function for decreasing tameness.)
  • #3119: Angels (or other "blessed" monsters) that make bodily contact with undead monsters deal d4 bonus damage to them, just the same as if a blessed weapon hit them.
  • #3139: You can tell shapechanger pets to change shape (but not what to turn into) via chatting to them.
  • #3152: Elvish players start the game with knowledge of one low-level enchantment spell that is not sleep or charm monster. They do not start with a spellbook of that spell, though. (If they get the same spell in a spellbook as a Wizard, it could either choose a different one or just not count.)
  • #3178: Helms of opposite alignment don't instantly change your alignment. They still autocurse, but they instead constantly drain your alignment record, until it hits some negative value (-1? -100?) which triggers your alignment to change. When this happens, your alignment record is reset to 0, and no longer drains as long as your alignment remains something other than your original one. If you remove the helm, it works similarly, rather than immediately restoring your initial alignment: with no helm of opposite alignment on and with a non-starting alignment, your alignment record constantly drains. When it hits that same negative threshold, your alignment changes back to its starting value and alignment record is reset to 0.
  • #3212: If you pray to your non-starting god while wearing opposite alignment, your original god may try to blast the helm off your head. This can have several possible outcomes:
    • Your original god doesn't interfere. The prayer proceeds normally.
    • Your original god attempts to remove the helm but fails, possibly causing some HP damage, or uncursing the helm. The prayer then proceeds normally.
    • Your original god attempts to remove the helm, fails in one of the ways above, but succeeds at interfering with your prayer, which then fails.
    • Your original god succeeds at removing the helm (there are a number of fun ways to do this: they disintegrate it off your head, send it flying in a random direction, teleport it, drop it on the floor, etc.) Your alignment reverts back to its original and the prayer fails.
    • maybe not all of these things need to be implemented
  • #3233: Invoking Vorpal Blade gives some sort of message about its keen edge gleaming, indicating that its next hit will have a high critical ratio (perhaps 10% instead of 5%) for increased chance of decapitation.
  • #3241: Intelligent artifact weapons reduce their damage (perhaps nullifying any bonus damage given by the artifact, or dealing half damage) if you are crossaligned, have negative alignment record, or your god is angry at you.
  • #3276: When hallucinating and pushing a boulder, the word "boulder" should be replaced in the message with a random object. Possibly this should be extended to any message using xname() to format an object. This may be infeasible, but should be fun to try.
  • #chat to a nymph should have it introduce itself if it's nameless, even if tame or peaceful
  • #2865: Magicbane's usual special effects don't happen when a disenchanter is being hit by it.
  • #2877: Giants don't get stuck in pits. They can step out without wasting any time on the space.
  • #3290: 5% of killing hits with Fire Brand, on a monster that can leave a corpse, never do leave a corpse. This is accompanied by the message "The [monster] freezes solid and shatters!" or "The [monster] burns to ash!" Note that this idea is NOT for the Brands to instakill monsters 5% of the time. It just blocks a corpse drop 5% of the time.
  • #3312: If Frost Brand falls onto lava, it instafreezes the lava rather than sinking into it.
  • Big Stick knocks back monsters 25% of the time (as in dnh)
  • #3324: If a gold golem is hit by a gold-stealing attack, some gold pieces are put into the attacker's inventory and the golem loses some of its maximum HP.
  • #3367: Have some water demons, moccasins and nymphs appear on the Plane of Water, in order to imply that this is the dimension from which they're being summoned into fountains.
  • switching to bow not always taking an action (dex dependent?)
  • #3373: Eating a clove of garlic causes, or can cause (not necessarily a 100% chance), monsters on the level to flee from you for a little while, identical to the "bad breath" fountain quaff effect.
  • #3389: Eating a bag of holding confers temporary intrinsic hunger, and eating a bag of tricks confers temporary intrinsic aggravate monster.
  • #3405: Displacer beasts may drop a hide, which can be enchanted or otherwise crafted into a cloak of displacement. (Or else this could just work with a displacer beast corpse which could be enchanted/polymorphed/crafted, without requiring a new object for the hide).
  • #3406: Luckstones, when wielded or thrown at a monster, have an inherent +3 to hit.
  • #3418: Anything that is carrying a cockatrice corpse shows up as a 4 or 5 on warning due to its high threat level.
  • #3423: Rat corpses are treated as "treats" (highly desired food) for the purpose of feeding them to cats.
  • #3427: If you trigger a rolling boulder trap for which a boulder didn't generate because there was no room to put it, a boulder may fall out of the ceiling instead (and the trap is removed) similar to a cursed scroll of earth. On early levels, it doesn't have to fall on the same square as the trap. Also, rolling boulder traps (beyond early levels) that do find appropriate launch locations may generate with no preexisting boulder on one of those positions. When triggering the trap for the first time, a boulder drops out of the ceiling on one of the launch positions and then begins rolling across the trap.
  • #3442: Force-fighting a monsterless pool of water or moat or perhaps even lava while wielding Frost Brand should freeze that square into ice (or ground if it was lava).
  • #3449: You should be able to kick downwards, presuming you can reach the floor, to deliberately scuff an engraving beneath you. This will be most useful on semi-permanent engravings since a dust engraving can just be wiped out easily and a burnt engraving won't scuff.
  • #3488: While you are in a tended shop, items in your inventory are automatically displayed with their sell price appended to them, so you don't have to go dropping them to find out what they will sell for.
  • #3494: As a Peter Pan reference, produce "You hear a faint ticking noise" occasionally and prior to the normal output when stethoscoping a crocodile. Alternatively, produce this noise very rarely when a crocodile is anywhere on the level or near the player. Possibly only if the crocodile's monster ID number matches a rare condition, like being a multiple of 100.
  • #3503: Monks should receive a benefit for fasting. This could be in the form of giving them a point of alignment record every so often when they are Hungry or worse, and/or slowing down their hunger rate when they are Hungry.
  • #3513: Multi-turn occupations should be interrupted when the player gets a warning about levitation timing out soon.
  • #3525: Allow the player to teleport directly onto a magic portal.
  • #3529: When you approach Mephisto and he is still peaceful, he does not demand tribute to pass like normal. Instead, he offers to buy your soul in exchange for powerful assistance on your quest to get the Amulet. If you agree, you are given amazing combat advantages (huge intrinsic damage boost, huge intrinsic AC boost, etc). One of two bad things can happen as a result: 1. You have some chance, maybe 1/3, of failing to ascend when offering the Amulet to your god, as Mephisto claims your soul (the god still gets the Amulet but cannot raise you to immortality, so it's a weird "win" that is not an ascension). 2. While ascending through Gehennom with the Amulet, he may reappear and try to take it and everything else for himself. All buffs he gave you are instantly removed and perhaps some debuffs are even applied. Possibly, defeating him in this circumstance could yield your soul back. Alternatively he might appear on Astral, but that could be hard to explain flavor-wise. Or just create some test for if the player is in a sufficiently dire condition, and when they are he claims the player's soul. If you already have the Amulet the first time you meet Mephisto, he may not offer a bargain at all. (xnethack shouldn't add mephisto, instead give it to an existing demon lord, or roll it into priest quest nalzok plans)
  • #3533: You can remove a cursed ring by greasing it.
  • #3535: Corpses dropped by zombies are always or often cursed. Removing the curse from them makes them less likely to revive. This could even be made as strict as every time a zombie drops a corpse and a revival timer is actually set on it (as opposed to a rotting-away timer), it is made cursed.
  • #3541: The material of an object affects its ammo breakage chance. For instance, mithril arrows hardly ever break, whereas wood breaks a bit more often than normal iron.
  • #3558: When you controlled levelport to level 0, Nowhere, monsters that normally follow you through a levelport will do the same here (because they don't know where you're going). This will kill all of them and make them cease to exist, the same as you, but you can survive as usual with an amulet of life saving. This effectively allows you to controlled levelport to 0 to dispose of any monsters that would follow you. Note: because it depends on levelporting to level 0, it won't work when carrying the Amulet or in the End Game.
  • #3563: Intelligent monsters will deliberately flash a camera at you to blind you if they come across one.
  • #3586: If a pet drowns while not in view, the game gives a special message: "You have a sinking feeling for a moment, then it passes."
  • #3590: There should be some special effect, even just an acknowledging message, when trying to apply a mirror to a cockatrice, since the encyclopedia mentions its own reflection is fatal to it and the materials to make it look at its reflection exist in the game.
  • #3596: You can use #monster while riding a steed with a breath weapon to make it use its breath weapon. You get prompted for the direction.
  • #3622: If you sit down and a cream pie is the top of whatever stack of items is beneath you, it produces a "Splat! You sit on a cream pie!" message and destroys the pie.
  • #3624: Eating a uranium wand as a metallivore should cause you to mutate (polymorph), either once immediately or by giving you some duration of polymorphitis.
  • #3635: Blade vortex (v), which is a whirlwind of spinning blades. It has two engulf attacks that deal 2d4 physical damage each, and is difficulty 12. Apart from generating normally, it can be created by polypiling a sufficiently high number of blades at once similar to how golems are created. When killed, it drops an assortment of bladed weapons, mostly smaller ones like knives, daggers, and short swords, and possibly a chain or two. It can be harmed by thrown potions of water, rust traps, and rust attacks. Another iteration of the proposal is to make its blades its inventory rather than just assumed to be part of the monster, with the following interesting implications: (SAVEBREAK, NEW TILE)
  • Rather than just the monster dealing damage, it actually makes attacks with randomly selected weapons against an engulfee, which could do things like silver damage if the vortex has silver weapons whirling around inside it.
  • Could have 6 attacks, each of which must use a different weapon. (If it only has 3 weapons in its inventory, it only gets 3 attacks.)
  • It would also have to generate with an inventory of a few blades, selected randomly from the set of bladed weapons under a certain weight (no giant battle-axes).
  • If it passes over blades lying on the ground, those are sucked into its inventory (which would make it even more deadly if it attacks with weapons it holds).
  • Also, hitting it with thrown blades will result in those blades being sucked in (and possibly dealing no damage since it's obviously not harmed by its own blades).
  • #3641: New clerical monster spell (possibly also a player spell) that creates a region of black storm clouds between the caster and target and moves across the map towards the target. The clouds block vision, can strike anything in or near them with lightning (though not intelligently), wet items on the floor beneath them and in the inventories of monsters beneath them, hit things with gusts of wind if those are implemented, and can spawn temporary lightning monsters that vanish when the cloud does. Another variant of this idea is as a static cloud that can be targeted like a stinking cloud, probably as a level 7 spell (depending on how bad the lightning is). (SAVEBREAK, NEW TILE assuming it's a player spell using the "static" implementation)
  • #3643: Take a page out of Brogue's book for streamlining weapon identification: after a certain number of attacks, hits, or kills with a weapon, the weapon's enchantment (but nothing else about it) becomes identified. Possibly, it could take less time to identify a weapon the higher the absolute value of the enchantment. It should be pretty easy to tell that a weapon is really bad or good, compared to middling. Behavior is undefined regarding stacking. E.g. if you drop 9 of your 10 daggers, use the other one a bunch, and come back to pick up the 9, should they still stack together? If not, it would make using stackable weapons very annoying. If you use the one dagger enough to identify it, should the others automatically become identified? Only if you try to stack them together? Not at all? (SAVEBREAK)
  • #3649: When you are prompted for a direction to throw a boomerang, you can enter into some view-only mode which will show you the boomerang's path in a given direction, before committing to throw it in any specific direction.
  • #3660: Spellcasting monsters have a lowish chance of receiving a quarterstaff in their starting inventory.
  • #3692: An invisible displacer beast that you can't see should not be able to use its displacement abilities in combat with you. (If you have see invisible, it should still be able to use them.)
  • change ogresmasher's name to Smasher
  • dnethack: mummy curses (bonus YANI: mummies that have been turned don't curse)
  • dnethack: wand shoots a spray of sparks and loses a charge(s) instead of exploding (see also fourk 6b841a6)
  • #3708: You can tell what the acquired resistances of a monster are by zapping a wand of probing at it. Note that it may not be considered "fair" for this to work on pets, but not work to tell the player's resistances when they do it to themselves.
  • #3710: Remove Stormbringer's automatic attacking of peaceful monsters and instead incentivize attacking peaceful monsters by giving the hero some benefit, such as lowering prayer timeout, whenever attacking a peaceful monster with it. [this is interesting but probably some other benefit could be thought up (maxHP + 1? big healing boost?)]
  • #3713: Blessed tinning kits have a chance of creating multiple tins from large, high-nutrition monsters. Specifically:
    • If the monster's corpse is 800 or less nutrition (the amount from a food ration), it always makes 1 tin.
    • If the monster's corpse is greater than 800 nutrition, it produces NUTR / 800 tins, plus possibly one more with a (NUTR % 800) / 800 chance. (So a monster whose corpse is 2000 nutrition would always produce 2 tins with a 50% chance of a third.)
    • It expends a charge for each tin produced like normal. If it would make more tins than there were charges, the amount of tins is capped at the number of charges.
    • with the modification that this should just work like this for all tinning kits, and not specially blessed ones
  • #3726: Elementals on their respective home Planes life-save and teleport away from you when you kill them. (Or, alternatively, another one just spawns somewhere on the edge of the map not near you.)
  • #3734: When you read a scroll of fire inside an engulfing monster, the fire explosion hits it 8 or 9 times instead of just once.
  • #3738: Confused sea monsters should sometimes randomly move out of the water and flop onto land. (E.g. it suppresses the behavior of treating non-water spaces as invalid.)
  • #3739: There should be a way to remove confusion from pets. One simple way to accomplish this would be giving you a way to directly feed a lizard corpse to your pet, by making pets prioritize eating a lizard corpse when confused. Though this would not work for herbivorous or inediate pets. [worth doing even if it doesn't provide a way for all pets]
  • #3742: Certain deaths (i.e. most HP deaths, but not things like disintegration or sliming) should let you scrawl a bit of player-chosen text in the dirt with your finger which persists in the bones file. This engraving is of blood if your current form has blood, and dust otherwise. This is slightly technically complicated because the bones file gravestone also stores an engraving and there cannot be two engravings on one space; one solution is to engrave the message on an adjacent square.
  • #3769: If cast at Skilled or above, the spell of force bolt knocks back the first monster it hits (probably only 1 square like a monk's staggering blow, or perhaps an Expert cast could provide additional knockback). Wands of striking would not change since the Basic effects of the spell do not change. Note that only two roles can cast force bolt at these levels: Knights (at Skilled) and Wizards (at Expert). [no need to especially prioritize making spellcasters better]
  • #3788: Some Medusa buffs:
  • Allow her to swim. (She can already fly, so this may not do much.)
  • Give her a wrapping attack, flavored as crushing coils, which could possibly drown you.
  • Her gaze has a reduced effect if you have reflection and not blindness, but not zero effect. Perhaps it begins slow-stoning rather than instant stoning.
  • #3796: Remove holy/unholy water's ability to bless/curse items. Instead, make blessed and cursed oil serve the same functions. Dipping a stack of uncursed oil in holy/unholy oil will bless or curse the stack, as currently works, but since oil is significantly less easy to get than water, this makes mass-blessing of items harder to accomplish. Anointing an item with holy or unholy oil ignores effects that would normally happen because of the oil. For instance, dipping an oil lamp in holy oil will just bless it, or do nothing if it was blessed already. Priests now start with a stack of 4 holy oil. Water doesn't get outright removed - other things still dilute to it and turn into it in random alchemy - but it's not much use anymore except for on-the-go dilution. Not specified whether you could pray to get a stack of oil potions on an altar blessed, or whether this wouldn't work.
  • #3803: Add an additional container trap effect which creates a stinking cloud centered on the container. If the player caused the cloud to be created, they are counted as responsible for anything killed by the cloud.
  • #3817: Wearing the "fencing gloves" type of gloves gives you a +1 to-hit bonus in melee combat.
  • #3828: If silver dragon scale mail is your only reflection source, or more generally if your only reflection sources come from your shirt and/or body armor, wearing a mummy wrapping over this prevents Medusa from seeing her reflection (though you are still considered to have reflection in all other respects).
  • #3834: Peaceful monsters casting spells do not interrupt multi-turn occupations.
  • #3868: Attacking with a boomerang in melee should use the club skill rather than the boomerang skill.
  • #3892: If you kick a boulder as a giant-race hero (or while polymorphed into one), it starts rolling across the ground as if it came from a rolling boulder trap.
  • #3895: Awake (and non-paralyzed, etc) queen bees periodically lay a killer bee egg if there is not already one on their square, and their square is walkable terrain.
  • #3912: Allow the player to annotate levels they are not on, because it's a common occurrence that the player forgets to write down an important reminder about a level while still physically on it. [consider this as vanilla patch after implementing]
  • #3924: If you give an item-using pet an amulet of unchanging, they will recognize that you want them to wear it and put it on.
  • #3936: You can use a crystal ball to search for an artifact. It will not tell you where it is, but it will show you a "cloudy" image of the artifact if it already exists, and an "empty" image if it does not yet exist. Maybe also tell the player explicitly "It means this artifact is/is not anywhere in the dungeon right now."
  • #3939: Martial artists should be able to use martial arts weapons to use extra abilities, such as:
  • Throwing shuriken is a bonus action that costs no time (at least in some circumstances).
  • While wielding a quarterstaff, you can jump.
  • While wielding nunchaku, you can disarm opponents.
  • #3940: Cursed arrows fired from a blessed bow or vice versa do not misfire.
  • fiqhack change where spellbooks are read-once
  • #4007: Variants that give Croesus armor made of gold should also have a small chance that his body armor is replaced with gold dragon-scaled armor.
  • #4025: A statue-like object which should be fairly destroyable (should probably be breakable by force bolts and maybe even attacking it with a weapon enough times) which provides a level-wide buff to certain monsters. [lots of interesting ideas especially if the statue is tucked away in a closet rather than out in the open]
  • An example of such an effect is "phylum gating" - e.g. if the statue-thing is an ant, it will grant all ants on the level a power to gate in more ants like demons do.
  • This is the only example given, but there are plenty of other buff possibilities.
  • The buff could also be within a specific area rather than level-wide.
  • Rather than a new object, this could simply be implemented as a special flag on a regular statue.
  • #4041: Make more artifacts creatable by naming, with reasonable restrictions based on your role, experience level, alignment, and preexisting enchantment of the weapon, if it is a weapon. [more details in YANI]
  • #4042: Resolve the quirkiness of statue traps - they magically animate a statue when someone moves onto their space: Searching for traps may still reveal statue traps, but it does not activate the monster. This implementation might also actually remove statue traps as a floor trap, and instead use the otrapped field on the statue object, so relocating the statue doesn't affect its trapped status. Trap detection should still show trapped statues. #4165: Monsters should be able to activate statue traps. There's no reason why they should only trigger for the player.
  • #4049: Ammo shot from launchers (but not thrown ones) should receive a damage bonus based either on Dexterity or on the launcher's enchantment to compensate for the Strength-based damage bonus for thrown missiles or melee weapons.
  • #4061: The livelog for making a wish also includes the source of the wish, whether a wand, a djinni (from a lamp or a bottle), a throne, etc.
  • #4077: When you are carrying a candy bar, ants are attracted to you, even if peaceful. Candy bars should also be a treat for pet ants.
  • #4083: Grease trap, which showers you with grease when triggered, greasing your wielded weapon and giving you slippery fingers and several turns of fumbling. Occasionally, your armor may get randomly greased. May drop a can of grease with 0-2 charges when untrapped. (SAVEBREAK, NEW TILE)
  • mirror brand auto counterattacks in passiveum() with either a fraction or all of the damage done, IF the attack was made with a weapon. to keep balanced, maybe do this on 50% of attacks that hit you and reduce the existing offensive reflection to 50%?
  • [blocking 1 other idea] #4093: Add a bit to the monst struct that tracks whether the monster is hiding on the ceiling or not. (Only valid for things like wumpuses, piercers, and perhaps bats but not actually since bats don't roost on the ceiling when inactive.) Then, when polymorphed into a wumpus or piercer, you can use < when not on stairs to climb onto the ceiling and > to climb back onto the floor, but only when adjacent to a wall.
  • #4118: Make untrapping containers an occupation: always takes 5 turns, you either find a trap or you don't, and you can't try again on that container. This avoids having to type out #untrap multiple times for no apparent results. This could also extend to untrap attempts on doors.
  • #4147: Each Rider has the ability to use their attack to destroy items you're carrying that are antithetical to their purpose, which replaces their normal attack.
  • Death destroys amulets of life saving.
  • Pestilence destroys all types of healing potions.
  • Famine destroys horns of plenty and food items.
  • #4169: Make the ring of conflict chargeable, with the enchantment serving as a timer: when worn, the enchantment slowly ticks back towards +0, and the ring ceases to provide conflict when it's +0. Negatively enchanted rings tick up in enchantment towards +0. Being cursed doesn't affect this, it only prevents you from removing the ring as is standard.
  • #4307: Ice devils have a "hellfrost" attack that can damage you even when you have cold resistance (though possibly not if you have extrinsic cold resistance).
  • nh4 place divine/supernatural abilities on Z menu (fourk 3ef355d, 36e98f8) (likely SAVEBREAK)
    • would be nice if these could use punctuation and not letters. prayer should require shift
  • unnethack put a random scroll of element on each Plane (b00d5, 8cc89)
  • fourk shield skill (0ee3314, bf6ff21, 8f8af90, 820fbba, 5d94109) (SAVEBREAK) also allow shield bashing to stun them!
  • [Blocked by sensible player monster AI implementation] slicehack modified Owned Artifacts Patch (768e14d), see evilhack commit e433c2c as well
  • [Blocked on an implementation that tracks gear player gives to pets] Pet vampires should be able to shapeshift if they are not carrying (or have equipped?) any player-given gear
  • [Blocked by a randomized alchemy system] books that reveal alchemy recipes in a randomized alchemy system
  • [Blocked by a system which has exceptions for role artifact gifting] evilhack/sporkhack never unrestrict edged weapons for cav/pri; never unrestrict any weapons for mon/wiz (c5689)
    • (EvilHack probably has the fix to this blocker somewhere.)
  • [Blocked by merging player/monster spellcasting] evilhack mplayer buffs: (SAVEBREAK to be safe)
    • spellcasters can cast spells (a68630d)
    • rogues can steal (2a2e3b5)
    • various (6da150a, 2a8e4ec, 2da5637, f1e8c35, 788d45a, da77a89, 6a8a3e3, 4871315, ad3bc05, 5940e7b, 6aa2dac, e08de68)
    • resist magical scaring (eb2f314) (this is probably default with 3.7 scare monster)
    • make them spawn in the first place (89b17f2)
    • most get keys for stash opening (07fff88)
    • splice also has mplayer changes, but I didn't write down the commit hashes
    • Monsters who generate with spellbooks of their spells should be pre-read with the spestudied counter at least 1.
    • #2083: Distinguish between monster spells "summon random monsters" and "summon nasties", allowing lower level casters to summon at-difficulty non-nasties.
    • #2051: Animate monster spell: if you cast it at a pile of objects with the correct material, it creates a tame golem of that material. (SAVEBREAK)
  • [Blocked by improvements to player monsters] evilhack mplayers appear randomly (66ea389, 315453b, 21bedfa)
    • I think it would be prudent to cap the number of mplayers that can ever randomly generate at all (not counting Astral), and cut their generation frequency, so the player can't milk them for high-quality gear. There's no particular reason that an average game should see 3 or 4 of them generate.
    • #2919: Player monsters do not generate with dragon-scaled armor until well after the difficulty where adult dragons spawn.
  • [Blocked by a deterministic HP system]] #2609: Make it a major trouble for prayer if the "extra" miscellaneous factor for HP is deeply negative (e.g. -20 or below).
  • [Blocked by a deterministic HP system]] fourk overhealing nerfs (b8a763a, 43ee79d)
    • slight personal flavor issue with extra healing providing maxhp boost while full doesn't
    • also issue with hard cap at 250 for all roles; ideally deterministic-HP has been implemented and it counts towards a cap on the "extra HPmax" total instead
  • Monsters use wands of slow monster, removing player speed. Only if they see the player is moving fast.
    • Monsters should rarely generate with them, otherwise they'll never use them.
  • [Blocked by Astral amulet-theft mechanics] #2680: Keep track of the god of the current amulet-bearer (whether you or someone else). Priests and angels aligned to that god grudge all others, and all others grudge them.
  • [Blocked by Astral amulet-theft mechanics and by general monster AI overhaul] #2681: The amulet-bearer uses a special AI algorithm which pathfinds towards their high altar, using a shortest-path algorithm that avoids monsters if possible but if none are available will plot a path that goes through the minimum amount of monsters. They will only attack when the next square on their path is occupied by a monster, and they will only attack that monster.
    • Also #3226: Monsters with the Amulet and attempting to ascend with it gain the ability to shove monsters out of their way while pathfinding towards their high altar, but they are grudged by all monsters who are crossaligned with them.
  • [Blocked until there is a more interesting sound system] #1196: Silence auras that prevent both you and monsters spellcasting. Maybe also a directed silence spell, which silences an individual monster. While silenced, monsters can't be chatted to, and nothing they do will make noise (possibly only if in a silence aura).
  • [Blocked by cancelled status effect on hero] #3981: Anti-magic fields in Gehennom can [snip] apply the cancelled status effect. [though take care with this being harsh]
  • [Blocked by non-artifact gifts] #3687: In variants where your god can gift non-artifact items: Track which items have been gifted, and never gift "duplicates" - e.g. don't gift a suit of armor if one has already been gifted in the current game, or a second battle-axe.
  • [Blocked by wind blast] #2961: There is a small percentage chance that any vortex monster hit by a wind blast is dispersed and instakilled. (Air elementals are immune to this, and they're not vortices anyway.)
  • [Blocked by monster AI improvements] #3360: Dragons that generate at level creation time also spawn a hoard of gold beneath them, similar to how concealing monsters generate items to hide beneath. Possibly, their AI recognizes the horde as theirs and they are reluctant to stray off of it or far from it as long as there is gold there.
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