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copperwater edited this page May 29, 2023
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This list consists of ideas that at some point were classified as "yes, I want to have that in xNetHack" and for which there are no known blockers. It does not guarantee that any particular idea here will get implemented.
In general, ideas near the top of the list are older and more likely to get picked up into a new version than ideas near the bottom.
New themed room ideas go here.
- Dragon hoard #3483 (individual dragon's?)
- #2167: Special "cell" room. Only valid if one end of the room has no doors. It generates a line of iron bars across this end of the room, with a locked (iron if possible) door somewhere in the line. Independently, it may contain: a prisoner, a sink, a bed (if those exist), and 1-2 chests with random contents.
- There is already a prison room, but this one is fine too if the joinability problem is solved.
- Something that generates multiple rooms somehow?
- wizard's tower (not that Wizard, doesn't have to look like his traditional tower) containing a full moat with a smaller undiggable structure inside with a scroll and 2 spellbooks
- Chasm - filled with open air (one pool-style, one vertical crack-style, only on high difficulty. there could also be one with a 3x3 magic platform surrounded by a 2-wide ring of air surrounded by normal floor, or possibly no floor)
- Square room similar to "crossed X of water" but with fixed dimensions and a fountain in the center
- Large cavern room: start with a large blob and then repeatedly pick points around the edges to make into walls
- gehennom special rooms implementation: (after implementing these, retire the
gehennom special room code)
- abattoir: maybe, maybe not, would sort of have to keep the abattoir special room type and its nausea
- room with crenellated walls
- room that isn't completely crenellated but has a couple 1- or 2-deep niches
- stolen from unnethack: pacman room
- #1771: Cancelled monsters can quaff potions of restore ability or gain energy to uncancel themselves.
- #1992: Restore ability (potion or spell) also cures wounded legs, "restoring your ability" to jump, kick, carry, etc, and will cure most status ailments as well.
- #2009: Remove restore ability vapors healing monsters to max HP, because that makes no sense. Instead it should cure status ailments.
- Monsters should also be able to drink restore ability to cure status ailments.
- #1353: dip negative enchantment item in restore ability sets it to +0 if potion is blessed and adds 1 point if uncursed (stacks with erosion fixing).
- #2600: Dipping a spellbook in a potion of restore ability will restore all of its read charges.
- #2645: If you are only getting one attribute restored from a potion of restore ability, it selects the one that is the most points below its former maximum, rather than picking randomly. Or else you just get to pick the stat you are restoring.
- #3044: Make the potion of restore ability alchemizable somehow. Possibly with something non-straightforward but making use of junk potions, like healing + sickness. randomized recipe between healing+sleeping, healing+hallu, healing+conf?
- implement system where different weapon skills take different amounts of training to level up (e.g. club levels up really fast and maybe even takes fewer slots, whereas longsword trains slowly)
- proposed implementation is to have a table of each skill associated with a number, which is the percentage chance that each call to train_skill or whatever will actually train the skill. then e.g. for club this is 100, longsword might be 40
- (#1377) Weapons train only when their natural damage die rolls a 1 / rolls a max (ignoring other weapon damage bonuses), so that weaker weapons train faster than stronger ones, and weapon skill for stronger weapons comes in later in the game rather than having all players reach Expert relatively early in the game. This has the oddity of incentivizing orcish weapons over regular, elven or dwarvish though.
- (#1377) Make the enchantment of your weapon irrelevant to training or even make training slower with a positively enchanted weapon; if the weapon has magical homing assist technology, you're not really building skill in how to use it that much.
- Replace damage check for training weapon skill with a to-hit check instead. (unnethack inspired)
- If dieroll is just barely high enough to hit, skill is not trained, unless you're unskilled
- move the training logic into known_hitum which has access to both the die roll and the roll needed (keep the other effects of valid_weapon_attack in hmon_hitmon)
Potentially save these for the Ranger or Tourist quest redesign, but probably not.
- fourk spider web spin attack (82a1590, 20b1031)
- slowness intrinsic is interesting but possibly not needed. See how well just having things stuck in webs works out.
- #1409: The scroll and spellbook of web allow you to fire a web projectile (which would work similarly to a venom projectile, probably also being in VENOM_CLASS) or beam in a direction. If it hits a wall, it creates a web on the last non-wall space; if it hits a monster it creates a web on the monster's space and immediately entangles it. If it goes far enough without hitting anything, it creates a web at the end of its range. (SAVEBREAK, NEW TILE for the projectile)
- Note that spellbook/scroll of web are both SAVEBREAK, NEW TILE in their own right
- Giant spiders should possibly also be able to shoot a web like this (probably an AT_SPIT attack), and if so the player should be able to do it via #monster when polymorphed into one. This may obsolete the fourk melee attack, if giant spider AI allows them to do it at melee range. (Should all spit attacks be valid at melee range?)
These do NOT need to get added all at once. Everything here is SAVEBREAK: NEW ARTIFACT by default.
- #3145: Artifact wand of fire which casts fireballs instead of rays. (Where a normal wand would zap a ray, this instead casts the Basic form of the fireball spell without needing Pw or knowledge of the spell.)
- #3172: Artifact ring of warning that, in addition to providing warning, has some of the properties from UnNetHack's Clarent. When worn, it shows all pets on the level, wherever they are, and can be invoked to increase tameness of all pets in line of sight.
- #1584: An artifact that occasionally polymorphs the monsters it hits. Chaotic, obviously.
- #1457: Artifact Shade Cloak: cloth cloak that is always tattered (has 1 level of unfixable erosion), confers (not-very-fast) speed and drain resistance. Invoke effect is temporary phasing and the incorporeality of a shade (this may be tricky). Chaotic aligned.
- #1531: Artifact unaligned touchstone called Grinder: rubbing it on or applying it to an object repairs one level of rust or corrosion but may (20%) decrease enchantment by 1 (which can go negative). Invoking it cancels a single object.
- #3542: Because Vorpal Blade delivering random, unpredictable instadeath is not fun to be on the receiving end of, replace it (or just replace its instadeath effect) with a "chaos blade" that has a bunch of random unpredictable effects, including some that may backfire on the user. Such a new artifact would almost certainly be chaotic rather than neutral.
- #3721: "The Amulet of Vitality", an amulet of drain resistance that provides poison resistance and hungerless regeneration when worn and also increases your HP maximum by 20% (this bit would be blocked by a deterministic HP system, because then the HP maximum has to go back down by 20% when you remove it). Note: this could be implemented in a game that doesn't have the amulet of drain resistance by instead making its base item the amulet versus poison and giving it drain resistance when worn.
- #3745: Artifact flint stone named Curse Eater: every time you are hit with a curse items effect, the gray stone absorbs the curse instead and loses one level of beatitude. If it absorbs a curse while already cursed, it crumbles. Carrying multiple stones will make a curse items effect hit only one of the stones, chosen randomly.
- #3783: Amulet of Storms, an artifact amulet of flying that additionally grants shock resistance when worn, and allows you to pacify true v monsters (i.e. not alternative forms of other monsters that happen to be turned into a vortex as a defined alternative form, such as vampires and the Wizard of Yendor, but counting shapechangers such as chameleons) when chatting to them.
- #3808: An unaligned artifact amulet versus poison which also raises Constitution to 25 when worn.
- #3809: An artifact amulet of magical breathing which also completely protects your inventory from water damage when worn.
- #3909: A Rogue-aligned artifact (either a first gift or a crowning gift) that is some sort of small blade whose invoke effect allows you to teleport behind nearby enemies and attack them, perhaps with bonus backstab damage for a short time. [invoke for controllable teleport is possibly a bit too powerful; limiting it to visible spaces or non-visible spaces within a small radius could be used instead]
- #4035: Artifact ring that provides a cocktail of basic resistances all at once (fire, cold, shock, poison, maybe sleep, maybe acid). This is interesting primarily because it is very useful early in the game and then becomes progressively less useful later on as the hero gets intrinsic resistances. Could be named "The Ring of Everything Resistance" or "The Chromatic Ring".
- #2092: New artifact dagger The Barrow-blade of Cardolan: unaligned, has a flat +d2 versus all, a flat +d10 versus undead, and instakills all W, ghosts, and shades. Encyclopedia entry from Return of the King.
- #2095: Artifact unaligned shuriken The Silver Star: deals +d8 damage to all targets. Like Mjollnir, it returns to the player's inventory after being thrown, but doesn't have any chance of hitting the player. Since there is only one of it, it cannot be multishot. This could be a good first sacrifice gift for Monks, but possibly not.
- #2108: New artifact Gungnir, an unaligned spear (spear of Odin from Norse mythology). Confers nothing, but has +20 to hit (or whatever is necessary to make a hit basically guaranteed) and +d8 damage. Note that SpliceHack implements Gungnir, but not as described here. A cool addition could be to adjust the base type of spear to match the player's race (gnomes get a regular spear).
- #2109: Convert the Master Key of Thievery's base item type to a lockpick. Because flavor-wise, giving Rogues a key means they never have to pick locks again. Big question: should it be renamed?
- #832: Clubs may stun monsters that they hit. Perhaps the chance increases with skill, such as 0% unskilled, 10% basic, 20% skilled, 40% expert.
- #2118: New artifact The Silver Shoes, silver low boots that levelport you when invoked. They are the shoes worn by Dorothy in The Wonderful Wizard of Oz.
- #2125: New artifact The Mirror of Venus, a mirror that confers slotless reflection. If you are female, you can invoke it to charm monsters; otherwise, invoking it will only pacify monsters. Will only be gifted to a female character. (Male counterpart artifact is the Spear of Mars, #2756).
- Slotless reflection is uh... a pretty big deal. This would be a top-tier artifact, not a minor one. Perhaps it unreliably confers reflection, like a wielded mirror (50%) except you don't need to wield it; that makes it much less attractive.
- #2756: New artifact The Spear of Mars, an unaligned spear that can be invoked to "charge" it, dealing massive damage (on the order of +100ish) on its next hit, but only works if you're male. Will only be gifted to a male character.
- Chaotic artifact wand, base item type any attack wand, that gives a random attack zap, invoke to charge itself. Needs a name - Multiplex?
- #4286: New artifact The Golden Knight, a gold small shield that has the following properties:
- Sets strength to 25 when worn like gauntlets of power.
- Cannot be invoked directly, but if you fall below 25% of your HP maximum when your invoke timeout is good, it automatically invokes itself to take half of your current Pw points and heal you for that much HP.
- If this doesn't seem powerful enough, remove its strength effect and make the base item a shield of reflection instead.
- #4313: Artifact ring of searching that protects you completely from triggering a trap you didn't already know about.
- Restore Mitre of Holiness as an artifact; there's nothing wrong with it, but it should be downgraded from QA power level, and should be the guaranteed first sac gift for Priests
- #4312: Wearing the Mitre of Holiness removes the spellcasting penalty from wearing a shield.
- Plus, acts as a fiqhack divine antenna
- Or, invoking it gives temporary intrinsic Pw regen boost, which doesn't add up to as much as the former single boost of energy
-
[Blocked by a deterministic HP system]] Scalpel that turns potions into healing (healer first sacrifice gift) (SAVEBREAK: NEW ARTIFACT)
- This has huge potential for alchemy abuse. Either a limitation on the healing-alchemy system must come first (deterministic HP?) or there must be some additional limitation to this artifact.
- #3432: Minor artifact ring of regeneration whose main ability is not making you hunger any faster than normal while wearing it.
These should probably wait for the Ranger quest overhaul.
- #2933: Invoking the Longbow of Diana gives you light arrows. These are a special object, weightless, created with the same enchantment as the Longbow, but attempting to enchant them further will fail (maybe making the enchanted arrows evaporate). If they leave your inventory for any reason, they will vanish. As a weapon, they are very powerful (to the point of probably instakilling most weaker monsters they hit). To prevent the player stockpiling them, the invoke effect will only top up the amount of them in your inventory to 5. When a light arrow strikes a target or falls to the ground (and vanishes in the process), it permanently lights up the surrounding area. (SAVEBREAK, NEW TILE)
- "recall ammo" idea, which is sitting as a spell idea in limbo, but the aspect of it about the Longbow recalling ammo upon invoke is not a bad idea
- #3274: All arrows created by the Longbow of Diana come pre-identified so you can readily see their enchantment. (assuming Longbow isn't changed to something else)
- Material hatred for boxes is already established.
- Metal chests of any type: cannot kick them open to break their lock (they make a "Clang!" noise, not "Thud!")
- Iron chests: flavor as iron safes (look at evilhack commit 7acedb2, unnethack 3b4c665)
- Make iron boxes unforceable, call them 'iron safe' in objnam.c, add to wish parser as an alias for an iron large box
- Add stethoscope interaction for cracking - this might take a while in game time
- Once cracked, can lock and unlock it at will, or just loot it while locked
- #2883: Iron safe additions:
- When you crack an iron safe with a stethoscope, it sets an internal flag that indicates that you know the combination. (Opening it with opening magic won't do this.) You can open any safe you have already cracked once, without needing to crack it again.
- You can manually shut an iron safe with the close command.
- Sometimes, the Oracle will tell you the combination of the next iron safe you will try to open as a minor consultation. The next time you open a safe that you don't know the combination of, you get a message "You enter the combination the Oracle told you: X-Y-Z", and the safe opens in one turn. This is a SAVEBREAK because it requires tracking this new state.
- If you somehow manage to pick up and read an iron safe, it says "Croesus Safe & Lock Company, Fort Ludios".
- If you somehow manage to pick it up and identify it, you learn the combination.
- Stone containers: have no locks (never generate locked, cannot be locked, not even magically), can smash them into rocks with a digging tool
- (Maybe) crystal containers - generate locked, can only be locked and unlocked by magic.
- Possibly, glass/crystal containers can be nearlooked to see their contents.
- #2876: It's harder to force the lock on chests or large boxes made of metal, and increases the chance your weapon breaks. Additionally, the material of the weapon used to force the lock affects the result, if it's used to pry rather than bash:
- Iron and metal behave as normal.
- Mithril is stronger than iron, and breaks less.
- Copper is slightly weaker than iron, and breaks a little more often.
- Softer metals, such as silver and gold, break less often but tend to bend. A "bent" weapon doesn't actually become bent internally; it just loses a lot of enchantment.
- Wood is about as good as copper.
- Glass almost always breaks, and can break even if used to bash open a lock. (#3310)
- Dwarves only dig to pathfind to gold/gems embedded in rock, which they implicitly know the location of. Rock moles too, except they eat them.
- #1818: G-class monsters will pick up tools if they wander onto them. (They won't specifically seek them out and pathfind to them though).
- zombies forego regular pathfinding, always pathing in a straight line towards whatever their goal is
- soldiers avoid swarming into a choke point one by one
- #630: The ability to chat with intelligent pets and give them basic strategy directives, such as what type of attack they should be favoring.
- #663: Augment the stealth system by adding a monster AI attribute representing "hasn't sensed you yet, or has lost sense of you". Also allow players to take a deliberate action to conceal themselves. This would allow for players to hide in (or flee into) a corner or closet and allow a monster to pass them by, then get the jump on them afterward (perhaps in the form of a bonus for attacking an unsuspecting monster). Some monsters should ideally be able to conceal themselves as well, perhaps even by casting illusions that make a door appear as a wall or something to the hero, until discovered.
- #860: Monster hallucination, if implemented as a status, should be rather stronger than confusion: when confused, monsters can still see what the other monsters around them are, but when hallucinating they ought to see the same random monsters as the player does, and lash out at any of them.
- #1815: Allow monsters to hallucinate (mostly from the same sources that cause the player to hallucinate, e.g. exploding black light). Hallucinating monsters will, after choosing a target, usually attack it refuse to attack it 90% of the time (because it sees it as a fellow hostile monster). They also will not pathfind to items on the floor because they cannot see them clearly.
- #1050: Ideas about nerfing the player's ability to scare off a large group of Yendorian Army troops at once:
- Non-fleeing troops grudge fleeing ones (they're deserters). No; soldiers need to be harder, not easier, and it's not like this grudge would get them back in line.
- Troops are immune to fleeing (possibly only immune to fleeing triggered by low HP, and still capable of fleeing from other causes) if they can see a higher-ranking military monster nearby.
- It's harder to scare troops if there are others nearby (they have effectively a higher resistance).
- Troops recover faster from being scared if there are others nearby.
- This doesn't necessarily have to be only the Yendorian Army; the rule could be extended to all monsters being "supported" by other monsters of their same species, with some special cases for things like all orcs supporting each other.
- #1224: Ravens flee from straw golems, who are basically scarecrows.
- #1560: When the player discovers a secret door, monsters still don't know about it unless they see it open.
- #1560: Monsters know about some secret doors in their native area, and will use them. If the player sees a monster using a secret door (defined as being able to see the actual square of the door), it becomes unhidden. The proposed implementation for this is to have some monster types (the Wizard, angels, etc) have full knowledge of all secret doors everywhere, and all other monsters have a bit that represents whether they know about secret doors, which sometimes gets set when they are generated and always gets set when they see some other monster use a secret door.
- #1680: New monster strategies:
- Completely sessile. Not immobilized, may even be able to fight, but does not move.
- Stay near a fixed point like altar priests do but with a variable radius.
- Repeatedly select a random point on the map and pathfind to it.
- Telepathic monsters automatically know your exact location (regardless of invisibility or displacement) when you are within the telepathy radius and in a non-mindless form.
- #2592: A Yendorian Army monster will never hit another Yendorian Army monster with a ranged attack, to cut down on them killing each other, and also because they ought to have good enough skill and discipline to avoid friendly fire.
- #2784: Monsters on the receiving end of a one-way grudge flee from monsters that grudge them.
- #2924: A fleeing monster will not stop to pick up and equip items as long as it thinks you are somewhere nearby it.
- #2718: When you become caught in a pit, bear trap, or other restraining trap in Gehennom, nearby demons become alerted and aware of your exact location, because they're the ones who set the traps in the first place.
- #2751: If a wood nymph is near a tree, or a water nymph is near a fountain, they won't wander very far from it. Specifically, their AI would tell them to consider any space more than X distance from a fountain to be invalid.
- They also don't teleport away from fountains, unless they're scared or carrying stolen items. When they do teleport, their destination is biased towards any trees or fountains that are on the level, respectively.
- #3012: A monster in the n or perhaps W classes whose main gimmick is that they will dodge or short-range teleport out of the way whenever they see an attack coming. In order to fight them effectively, you can't be straightforward in attacking. You can use displacement, ray-bouncing, or invisibility (but they'll recognize you're using that pretty fast and adjust tactics accordingly).
- This doesn't have to be a new monster that does that, it's probably a stronger idea if it's a general strategy that can be used by clever monsters.
- #3684: Make it possible to define a "retreat point", or a set of retreat points, for a warping boss monster. They will warp to that point to retreat, rather than always picking the upstairs. Possibly, if they have multiple retreat points, they will only ever use the first one they randomly select. [this can be defined in lua rather than using inert traps as the original suggestion went]
- #3963: Monsters that exist in groups are currently completely individualistic and try nothing more complex than charging towards the player and hitting in melee once they get there. This makes it easy for the player to cheese what would otherwise be tough battles, e.g. by standing in a doorway and killing them one by one, or by kiting them. There are some proposals for smarter AI:
- If a single monster in a group is next to the player, try to pull back until allies can get next to the player.
- Avoid doorways and narrow corridors; if you are in an open space, stay there unless you decide to move to another open space, and hang back from the doorway where the hero is, forcing them to enter the room in order to pass.
- Groups of intelligent monsters also try to stay out of the way of ranged fire if possible.
- If the current strategy is to defend a certain area, form ranks to block the player from reaching it.
- Pincer maneuvers; some monsters of a group will split up and try to get behind the hero or attack from another side. If the pincering group hasn't gotten in position yet, the other group will fall back until they catch up.
- Wolf pack: the monster of the class with the highest level, or failing that the highest max HP, "leads" the pack, and all other members key in on this leader and follow it. This means if you get the leader to flee, the rest of the pack will flee as well.
- The Yendorian Army can form a phalanx, which is an ordered rectangle of soldiers. Will stick to wide open areas, try to stay out of the range of ranged attacks until they can swarm around you. Enemies forming a phalanx could receive to-hit and AC boosts.
- #3960: "Leaders" of a group of monsters (loosely defined as a M2_LORD or M2_PRINCE monster, when several monsters of the same monster class are nearby) will try to put the group between them and the player. The presence of a leader could also buff the strategy or intelligence of the group it is in.
- on player side: for as long as confusion lasts (can prolong confusion by other means to keep it going) but requires a fear implementation first
- fear implementation should look at D&D fear causers and effects. it should not fully remove player agency
- on monster side: AI rule for drinking booze, can only be done while fleeing, confuses them and cancels fleeing (splicehack 9d6d06c51c, minus the pirate stuff)
- #2780: If a system is implemented that tracks the amount of booze you have drunk throughout the game, lawful gods start to penalize the player for drinking too much after a while.
- #791: Additional temporary effects accompany drinking a potion of booze. The effects wear off when the confusion does (so if you extend it by, say, drinking a potion of confusion, the effects are prolonged; the backend implementation is to have a u.udrunk flag that sets to 1 when drinking booze and 0 when confusion ends). The following effects have been chosen for xNetHack:
- A melee damage bonus
- An accuracy penalty (or a Dexterity penalty)
- Slight reduction of speed
- Monsters are treated as having higher charisma (currently no monsters are treated as having charisma at all, but this could also hurt or nullify your ability to refuse a foocubus removing your clothes)
- You are protected from gaze attacks due to not being able to focus enough to meet someone's gaze.
- If there is any such thing as a player-is-scared effect, it is canceled when you drink the booze and blocked while you're under the influence. This goes for however long the confusion persists, so you can extend it by drinking potions of confusion if you want.
- #2618: Implement a player fear system that unlike many other proposals, does not take away agency from the player by paralyzing them or forcing them to flee using a predefined algorithm. Instead, it incentivizes the player to flee by making continued combat unattractive.
- Create a new intrinsic called "Panic"/"Panicking"/"Terror". Sources of fear (including existing sources of paralysis-fear, e.g. ghosts) give you temporary amounts of this intrinsic. While you are panicking:
- You have a large to-hit penalty, possibly making it so that you can only land a hit when rolling a natural 20. (Directly subtracting a large number from to-hit could still be overcome by wearing rings of increase accuracy and would be hard to balance the exact number.)
- You deal half damage for any attack you can make land.
- Ranged attacks have a high chance of misfiring in the wrong direction.
- Spells not in the escape school or designated as emergency spells (or healing spells, for variants that remove emergency spells).
- Your skills may be treated as if they are the levels you started the game with.
- Your speed is slightly boosted (if possible, only your movement speed, not your general attack/item use speed).
- If you die, your death reason will have a "while panicking" appended to it.
- #3704: Nazgul should passively cause fear in the player as an area of effect (or a gaze if this is too hard to implement).
- #3732: A player fear system should track the sources of fear and slow down the timeout for the fear the closer you remain to them, particularly if you remain in line of sight; and/or accelerate the timeout so it goes away faster if you are far away and not in line of sight.
- #3018: Add more sources of nausea, particularly in the late game, because it's an underutilized debuff that only really is relevant early. Proposed sources:
- Certain types of demons (hezrou) or the presence of certain demon lords such as Baalzebub or Juiblex.
- When you are hit with a disease attack but for some reason don't get deathly sick, or are already deathly sick.
- Stepping over a rotting corpse.
- Some smallish chance every turn you are in a cockatrice nest.
- Most of these increased sources of nausea should be subjected to some sort of (low-chance) Constitution saving throw so that characters with better Constitution have an advantage.
- remove secret passage closets
- give the master of thieves an intelligent stealing attack
- this attack (plus maybe a similar attack added to rogue player monsters and even rogue players) can't steal worn gear.
- make a proper g.seed variable and init it in newgame() with extra entropy, use it in deterministic funcs, etc. (SAVEBREAK: GLOBAL STATE)
- adjust bones so that portal levels are fine (delete the portal; can_make_bones)
- one bit from arc quest redesign that didn't make it into final product: guardians joke about pots of obj detect
- Make hitting monsters with a c corpse a delayed instadeath. (Likely SAVEBREAK: STRUCT MONST as there probably isn't currently anything in the monst struct that could track a delayed stoning timer.)
- evilhack/qt pets count intrinsic-granting corpses as treats so you can get them to eat them even when not hungry
- L's Holiness patch (complicated; disassociate holy = lawful and unholy = chaotic; water becomes a decent weapon against the opposite holiness enemies; various other minor changes)
- splicehack encyclopedia item (1ea7680) (SAVEBREAK: NEW OBJECT)
- piggyback on and change definition of
- evilhack Str damage bonus tweak and bimanual (50ccfea, 5524d1e)
- Look at current state of these if any other changes were uncaught
- To-hit bonuses, no. This only pertains to damage.
- evilhack centaurs wear body armor (1570edb) and allow them to spawn with it (fc91793 and following commit)
- evilhack skill tweaks (c5689, 856fd27); fourk skill tweaks (356a02b)
- Add randomized descriptions and tiles to a bunch of tools (the greg88 proposal). Descriptions are on separate etherpad, proof of concept patch exists for flutes. (NEW TILES)
- The Oracle's first major consultation is free, and subsequent ones are cheaper than they are now.
- Fix unicorn logic of "making guesses" = extra luck
- Any non-formally-identified gem thrown at a unicorn should
- evilhack/sporkhack the quest leader fixes and erodeproofs artifact (7af000e)
- evilhack/sporkhack reduced diluted potion effects (df086f6)
- evilhack shapeshifters revert to their normal form when killed (efcde8f)
- Auto-cancel them when this happens, so they can't change again
- pets within your own high temple go with you when you ascend regardless of whether they're adjacent or leashed
- evilhack medusa buffing, minus giant anaconda (dacf253, dfed328)
- stick mostly with buffing defense; I don't really think she needs a bow and arrows.
- This isn't in this commit, but it would be nice if she could target any external blinding item you have, making intrinsic blindness the "safer" option.
- consider toning down iron-to-silver prob from 5/100 to maybe 1 or 2
- evilhack wand of cancellation on monster message (3e694aa)
- fourk ammo buff (bf4ea94c)
- maybe fold into other weapon damage alterations?
- fourk starting gear for various roles (250a212, cdb66fa, f695929, 48819fc, d0d1157, 6ee563f, a45ee4f, 70017da, 9c24107, 2be3963, df8b577, c5764c9)
- fourk gehennom rodney/other monster inventory boosts (7bd3fe9)
- fourk nymph blinkaway (3a8d840, 10389a5)
- the logic for selecting a LOS blink destination is a little convoluted. idea:
- wood nymphs teleport only when stealing, and usually teleport within LOS, by trying random coordinates 20 times
- water n teleport only when stealing but don't stay within LOS
- mountain n act as water n except they also teleport randomly on their own
- wood and water n have M1_TPORT removed but can still confer teleportitis
- will probably want a new rloc_steal in teleport.c
- the logic for selecting a LOS blink destination is a little convoluted. idea:
- fourk provide experience for completing (each level of?) sokoban (6b4a427)
- flying objects pass through concealed, incorporeal, or submerged monsters: look at evilhack's code for things passing through ghosts harmlessly (do as vanilla patch?)
- Show sell price IDs for player-owned items in a shop.
- fourk make cornuthaum act as helm of brilliance in addition to its wizcha effect (cd53673)
- fourk stormbringer makes EVERYTHING attack you (b71d093) (SAVEBREAK)
- replace "Stormprone" with discord, so it's not necessarily tied to Stormbringer.
- jonadab's idea: monsters in the Planes don't respect genocide, and genocide no longer works in the End Game.
- Tried implementing this once. Didn't go well.
- Different strategy: when you enter the planes, go through and clear all genocided flags? (extinct was always intended to work). then simply suppress further genocides if In_endgame.
- q and u pets eat grass and gain some nutrition by doing so
- fourk hallucinatory combat (9408096)
- halluhitverbs should be defined once and converted to third person on the fly (there is probably a function for this), not defined twice
- watch out for potential bugs! why is the Hallucination case returning before could_seduce check?
- fourk blessed magic mapping reveals traps (4a136e1)
- but don't allow the skilled spell to do it
- fourk buff the ENERGY_BOOST invoke effect (625ee9a)
- add in more strong role-based spell restrictions, i.e. wizards straight up cannot learn clerical spells
- fourk give healers other herbs in starting inventory (dc2496b) (makes them less differentiated from pri though?)
- Are there ever intentional bohsplosions? if not, should the protections against them be stronger? dnh pickup.c has a "this combination is a little too explosive" and prevents putting an identified cancelwand into a boh. but this does not allow you to put harmless uncharged cancelwands or bags of tricks in for storage. should you be able to put a blowing-up item into a boh if it's the only item? or should it prompt the user (with a prompt that requires an explicit y)
- bohsplosions cause a 3x3 explosion rather than just 6d6 damage to the user. this gives a clear reason why you might want to intentionally explode one; however, this doesn't preclude making it harder to do it accidentally, just not impossible
- fourk reduce sleep duration from d25s to d6s (94bd875, a08ef278)
- fourk gremlins don't split themselves if peaceful (e456ecc)
- fourk reduce number of uncursed +0 weapons (b284ef7)
- don't want to make +3 stuff super common or reduce the pool of usable weapons by making 1/8 more of them cursed. 25% is probably too high. Maybe 10%.
- This should use rne(3), not the usual rne(2) - should be harder to generate higher enchantment
- blessings and curses should be equal, and not a definite indicator of positive/negative enchantment. It's more interesting if a cursed +2 or blessed -1 weapon can generate.
- fourk auto-id all involved items when dipping amethyst into booze
- also maybe add messages to justify those identifications
- splicehack art rooms (implement as themed rooms)
- Elronnd "there are several objects here" -> "there are several weapons/daggers here" if possible to reduce what is here to a more specific word
- fourk give snickersnee free action (0b35aaa)
- fourk remove the perma from permaconversion (4a1ee38)
- fourk generate spellbooks on early dlvls with a bias towards low levels (605d6dc)
- however, this is implemented in just the mkobj code - spellbooks wished for or otherwise generated on early levels should be totally random. Put an in_mklev check on it.
- I ran the numbers on this formula, they look okay
- fourk trigger lycanthropy less often (59afb3a)
- could something be set up so that there was a minimum amount of time after untransforming where you couldn't turn again?
- fourk hit a trap with a polearm to trigger it (094dffb)
- transfer death drops to generate when the monster does
- fourk make blessed containers protect contents from water damage more often (c408b1e)
- no 100% for blessed boh. also cursed should be 0%. maybe 0 - 1/3 - 2/3 - rn2(bcsign(obj)+2)
- unnethack/L dilapadated armories (f7c6a87) (SAVEBREAK)
- I feel like there was some reason this didn't make the list until I started going through unnethack commits.
- unnethack/nephi bag of tricks enhancement patch (98587, 10069, 1a3f9)
- also don't change death reason due to hallucination
- behave like sacks (61887b)
- requires not destroying contents on recharge
- unnethack remove some objects from bones piles (c6ab9)
- all paper items should be vulnerable to burning up completely when hit by fire. This should be part of a destroy_item refactor.
- unnethack exempt amulet of unchanging from poly effects (73f54)
- diminish the odds of leprechauns burying their gold
- make digging ray dig a pit only when there are buried items
- evilhack magic traps can cause hallucination
- would rather have a hallu gas trap (SAVEBREAK)
- Add a way to make special rooms in lua files not leave an unfilled row by their door; employ this in the beehives themed room (not a savebreak, just needs another needfill value)
- this may be possible by making the rooms an irregular region, like how Sokoban zoo works
- unnethack double strength bonus for bimanual wep (68458)
- not planning to take the part where 25 > 18/**
- unnethack auto ID rings dropped into sink (12d22)
- maybe use this to experiment with fiq's "It must be a ring of X"
- Player should be able to throw corpses at a satiated pet and have them eat it (assuming they'd normally eat the corpse if hungry enough)
- change COPPER to BRONZE
- then bronze golem (SAVEBREAK)? if this does get implemented, Umbire's idea (encyclopedia describes Tik-Tok in Ozma of Oz)
- unnethack additional AC point for racial armor (80f04)
- maybe instead penalize wrong-race armor, with a message "This armor doesn't fit very well" or something
- unnethack cancellation vs magical traps (484f3, 6689b)
- unnethack remove quest turn limit (6c2411)
- rather than dropping threshold to 3, make the minimum either 20, or "at current max"
- unnethack galloping depends on riding skill (7d4488)
- unnethack autoid bknown on tins produced from kit (bba02)
- unnethack allow bribing of watchmen, but NOT guards (5627a, 51c94)
- unnethack noncursed charging identifies charge count (b825f)
- ring charging rules revamp too (you get a warning, otrapped is set)
- unnethack metallivores can eat iron bars (986c6)
- note that this potentially makes levels like the "scary monster in cage" themed room more dangerous, and would probably block the "iron zoo" minetown (not that that's planned)
- Tree cutting patch, dropping mundane clubs and quarterstaves. (bilious 67)
- unnethack werebane gives poly control when wielded (39eb9)
- unnethack confused scroll of stinking cloud generates crowd of gas spores (c758, 57260)
- 30 + d70 is a ludicrous number though. Sharply reduce it.
- unnethack learning speed of quantum mechanic forces it to teleport (da2479)
- unnethack coffins (f7181, 5b30b, 6cf78)
- this is more attractive for the coffins in random graves than for the vlad stuff
- catacombs should also have coffins rather than active V
- Wishlist add-ons: objnam.c clearly displays the box as a coffin, and the coffin is named with a vampire name (created from [Title] + [Name], eg "Lady Nocturne"). When the vampire is created, it is given the name on the coffin. Another add-on is that coffins generated at sufficiently low level difficulty contain a slain vampire (beheaded and staked).
- unnethack make K ungenocidable (07cd5)
- unnethack nameemptywands option (92547, 04e3b, 6f7c3, 1b759, 71aa6) (probable SAVEBREAK)
- possibly just make this regular functionality and see if anyone complains
- unnethack dungeon ferns and devil's snare (58c1e) (SAVEBREAK)
- unnethack auto ID wands (6689b, 1dc12, be8dd)
- Excise the part where the game does 'spoiled deductions'. Logic should be: if zapping teleport at a monster and you can spot it at both src and dest and src is not dest, id it. If zapping make invisible at a monster and you get the "foo turns transparent!" message, id it (this may already exist).
- unnethack harassment quake (c9daf)
- it should always create a chasm under the player (terrain permitting) because otherwise it's just rather annoying.
- unnethack make tame monsters' engulf attacks work to prevent exploit (4300e)
- unnethack/dynahack/fiqhack centralize auto id message "It must be a X" (un 24cbc), also auto id whistles
- display held status on botl (bilious 99 inspiration but probably has to be entirely rewritten for 3.7)
- kicking a tree may summon a wood nymph instead of bees (variation of Malcolm Ryan patch)
- FIQ make monsters use create monster as a misc item, not defensive
- Specifically test this to ensure that monsters will not do it when nearby but out of LOS
- moving down into pit patch (bilious 212)
- don't print "ease down" if "slip" message will follow; try to avoid duplicating traptime code
- oracle cookies patch (bilious 312) (note that this is a Matrix reference)
- Sometimes create a ghost of yourself next to you when you get lifesaved.
- Change "You can't fight yourself." to "Why you hitting yourself?" maybe hallucination only?
- Prompt for confirming no direction for wand zap. To avoid leaking info, still make it glow then fade if you confirm no direction.
- Glass uses oeroded to fracture before breaking outright
- either it fractures once, or uses the 3 values of oeroded but can fall through multiple levels of oeroded (d2 or d3) at once
- this should be pretty easy to add into break_glass_obj
- Healer alignment penalty for using a poisoned weapon
- Block all levelport in Quest. (Only while nemesis is alive)
- make glove randomized appearance matter more (Red kangaroo)
- (modified) The erosion malus on old gloves is decreased by 1, so "burnt old gloves" are just as good, but "very burnt" are still -1. (This might have to refactor the macro which controls this into a function.)
- fencing gloves give +1 to-hit bonus if wielding a sword
- the slex bit where hp loss prints its own message e.g. "[-7 = 59]"
- Something has to be done about magic lamps (and fountain quaffing) and wishing; they currently ruin wish balance and allow for strategies for scumming for an early wish
- #2738: Merge Sunsword and Trollsbane like NetHack Fourk does (a single artifact that emits light, instakills gremlins and instapetrifies trolls, with bonuses to undead), except keep it a morning star and name it Sunflash (because a lot of these consolidated effects have nothing to do with trolls). Having it stay a morning star makes it an attractive choice for Priests, and raises the appeal of training morning star.
- Demo also points out that the weight of morning stars should be dropped by a lot.
- #1674: Undead in Sunsword's light radius will flee.
- perhaps trade off Sunsword/Sunflash's double damage to undead with a modest damage bonus, but stack up nice effects like this on it.
- fourk trollsbane/sunsword instapetrification (1d1342a)
- evilhack sunsword ability to TOTALLY SMASH the undead and instaburn them to a crisp
- #1496: Give Sunsword an invoke effect that creates permanent light in a radius like the wand of light. "PRAISE THE SUN" optional.
- #2124: Trollsbane can be invoked to instapetrify all trolls in the affected light radius.
- possible encyclopedia entry: RotK quote about a star descended into the very earth
- Restrict enhancing to a skill level unless XL is high enough. Proposed is tier^2 - no expert till 9, master till 16, etc. Or 5/10/15/20 for S/E/M/GM.
- Spears can pierce through a small enemy and hit something behind at high skill.
- Battle-axes cleave in an arc of 3 at Expert. At the highest level this can hit 5 targets in an arc. Cleaver offers benefits of this that work as if you had higher skill.
- Mine's End variant that only generates if Orctown has already generated (and is not guaranteed, maybe a 60% chance) with one shop and some minetown refugees. Extra credit is if you can get a quest from someone to go clear Orctown.
- Temple priests will uncurse items for some donation amount. Can also cure afflictions for a donation.
- Tentatively, uncursing will trigger in the 200-400*XL threshold, only if you have a cursed item in open inventory. No affliction curing.
- Rangers can ride without a saddle but this treats it as if they were a skill level lower. Unskilled is still treated as unskilled.
- They also train riding much more slowly if riding without a saddle.
- Add a new material list for amulets that includes gemstone as a material. Also wood, bone, plastic?, mineral
- Level-wide effects for demon lords: Juiblex causes green slimes to rise when a corpse would rot away, Orcus causes shades to rise when a living humanoid monster dies. This also works on either Gehennom level adjacent to theirs, so long as they have not been killed.
- Amulet versus curses: catches and negates all curses a la Magicbane. (SAVEBREAK, NEW TILE)
- gas spore makes stinking cloud appear on dying, size dependent on level
- evilhack blessed genocide behavior: kill 2 random species from class, not whole class.
- Make drain life's beam stop when it hits a target.
- splicehack monsters that will call out to their allies (6f194484, but do this without a new monflag if possible)
- SLASH'EM archeologist is immune from trapdoors while wielding bullwhip: "But thanks to your trusty whip, you don't fall in." Note that this affects immune_to_trap. Or it doesn't have to be; it could only be a random chance, in which case you're never immune to it.
- #1787: Add another negative foocubus result: you get a headache, which gives 10-20 points of HP damage. (Or 20-30.)
- boost crystal plate mail to MC3
- G monsters will pick up tools they find on the ground
- monsters should prefer to eat corpses that give them intrinsics which they don't already have. IMPLEMENTED IN EVILHACK: 05492fcbf776084cb5cf40cab4fd3f1d80a5d76a
- Make gigantic monsters unable to move onto doors or corridors if they aren't standing on one already.
- requires some attention to special levels, e.g. dragons on the Castle level, and also has significant problems with Gehennom corrmaze levels (currently only baalzebub)
- dnethack hiking boots provide small flat boost to carry cap
- Change polymorph spell to beam with max range of 1. Can still be used on objects, but only 1 pile. Wand is unchanged.
- #849: ... In addition, golem formation is made much more aggressive and item-destructive to discourage one-large-stack polypiling.
- Pets shouldn't run into traps that the hero knows about but the pet may not.
- shk condescension for buying high level spellbooks
- better, tie this into spellbook read failure chance and have them condescend if your fail % is 80 or higher
- reduce the base weight of harps to 15 or 20
- also reduce other base weights: amulets should be less than 20, potions have been considered for weight reduction for a while
- famine nutrition damage buff (if the roll is less than 10% of your current nutrition, it is set to 10%)
- #1791: Famine's hungering attack takes the maximum of his current 40-80 nutrition and a large fraction (1/2 to 3/4) of your current nutrition.
- obj materials: reduce chance of special material if it's a stack of non-ammo objects
- creatures wearing elven boots scuff engravings less
- adjust wand beam/ray range by +1 if blessed or /= 2 if cursed
- dnethack tou get xp from being next to new monster species
- wake sleeping undead and confuse awake undead (dependent on level, perhaps a !rn2(m_lev) chance) that get hit by light_hits_gremlin
- #1673: Undead caught in a flash of light (from cameras or just from casting an area light spell) get awakened if they were asleep or confused (with a chance that decreases at higher levels) if already awake. Possibly, just illuminating their space by carrying some light source near them should be enough to wake them up.
- #1803: Shriekers caught in a flash of light shriek (however, this shriek should be unable to summon monsters to prevent easy farming.)
- player monsters steal the Amulet from you but can be fooled by a fake 50% of the time
- Extremely rare (1 in 200 or so) neutral minion summoned is an acid blob
- give homemade tins the minimum of the monster's cnutrit and 50
- allow \ to be entered as d alias in the C menu
- Random teleportation container trap.
- Any metallivore can eat through iron doors. This can be tricked up with the BUSTDOOR flag (just change the message of "door crash open", etc to reflect eating the door).
- intrinsic telepathy only works in radius equal to your Int
- noncursed remove curse (scroll only) cures lycanthropy
- Unnethack aleaxes that replicate your stuff, but with the additional stipulation that their gear is not worthwhile polyfodder
- To do this, small refactor to expand degraded_horn/obroken behavior to weapons and armor. It doesn't currently seem to be used on weapons or armor.
- Werecreatures, including the player, never change into were form during new moon. (They'll still turn back into human form.)
- don't give monsters teleitems on notele levels
- If the notele flag is cleared for a demon lair, it's fine if monsters generated afterwards get tele items.
- dip enchantable or chargeable item in gain ability gives it +1 (subject to normal explosion probabilities). buc has no effect
- #900: Dipping mundane tools into potions of gain energy charges them with the same beatitude as the scroll would. Possibly extend to magical tools and wands, but only allow the uncursed charging effect.
- rebalance ink costs for scrolls a la SLASH'EM
- lift enchant armor, enchant weapon to 20 tier or 24 (slash'em amt). maybe lift charging? charging is fairly rare already, so probably not. no need to lift stinking cloud. drop scare monster to 14 tier.
- Picking up a used scroll of scare monster even if blessed has a 50% chance of destroying it.
- pet summaries in dumplog, show hp/hpmax, level, species, name, items, maybe hunger status and a general description of tameness (VANILLA PATCH)
- merge /oEnlg into /oProbing, probing grants enlg when self zapped
- Make scare monster not work in the Planes.
- Killer bees do not show up on warning, which feels wrong; they should be at least a 1. Warning should account for difficulty rather than level. Possibly, warning level 0 should be shown too, as in GruntHack. This should perhaps become a vanilla patch.
- splicehack/fiqhack temporary summoned monsters from create monster sources (except perhaps bag of tricks?)
- If monsters use create monster, the summoned will disappear as well. The big change here is that the player will now get tame, but temporary, monsters out of it. This could be a very effective nerf to altar farming without directly addressing it.
- Perhaps it should port the transient code from TNNT for the summoned monsters' possessions, as well, if that can be generalized beyond the NPC deathmatch hardcoding.
- #672: Add a "summoned" bitfield to struct monst, which is used to identify monsters that have been created through magical means. Should be a bitfield rather than a flag so that it can track different details of how it was summoned (from trap/wand/etc, by player or by something else; it probably doesn't warrant a mextra struct). Summoned monsters can have various anti-farming nerfs applied to them: no training skills, no corpses, no deathdrops, no starting inventory, no experience, etc. Possibly, summoned monsters also disappear after a few hundred turns.
- training skills is probably OK to leave in
- gelcube auto-engulf items that hit it in midair
- unicorns anger if they see you wield, attack with, or apply a unihorn
- note however that they won't directly attack you. this will typically only apply to coaligned unicorns, as crossaligned won't be peaceful.
- Corollary feature: unicorns are "intelligent" and should be added to the list of monsters that anger by seeing you attack a peaceful (neighing).
- #2407: Getpos prompts (when you can move the cursor around for things like jumping or centering a stinking cloud) highlight the path from you to your cursor if that's a meaningful thing for its use. Meaningful uses include jumping (highlight a straight-line path from you to the destination) or _ travel (highlight the path that you would travel along).
- Highlighting could possibly be done by changing the glyph shown, but would probably be better off inverting the foreground and background colors.
- #2409: If you select a travel destination with the _ command that the game cannot find a path to, run pathfinding a second time, this time considering unexplored terrain as eligible. If there is an eligible path running through unexplored terrain, suggest it; if not, do not move at all.
- sitting on a throne may poly you into a royal monster (any polyable M2_PRINCE, which for some reason does not include captains)
- attempting to write a scroll/book you type-named will autotranslate it into the label for that scroll/book. If you have duplicate object classes with the same typename, it will inform you of this and either writing is aborted or it re-prompts.
- Undead pets step reluctantly over blessed items.
- Guard against hitting Esc in controlled polymorph prompt picking a random monster, similar to how wishes are guarded. Also for genocide.
- Merge morning star skill into mace.
- Abbatoir engravings tend to get insta-erased the minute you step on them due to being only a couple characters. Perhaps make blood engravings work like carved in terms of lasting power.
- Take another crack at passive gold detection - this time not trying to call main gold detect code, only mapping floor/buried gold in an 8x8 area around the player in passive_gold_detect(). also maybe only give it to dwarves of a certain XL
- Figure out how to make items not spawn on soko holes
- Cursed BoT, when applied, explodes and deals explosion damage then expends all its remaining charges as if tipped. Or maybe only a chance of this.
- put an I on the square a monster disappears on (only when vanishing due to invis sources, not trapdoor or teleport etc)
- Some vampires are incapable of shapechanging, some lords too but fewer of them, based on m_id
- Zombies destroyed by turning never leave corpses, or the corpses they do leave are incapable of reviving.
- Paranoid "bump-attack" option, defaults off (even when no paranoid options are specified); when on, always prompts before move-attacking a monster
- Put the sanctum wand of wishing in a heavily guarded room off the big circular area, past the graveyard
- bribable demons don't get angry if you can't pay, they just block the stairs (and downward levelportation) until moved.
- in fact, all demon lords should block downward levelportation until removed (but not digging down on their level) (but this would make bottom-up gehennom explorers angry)
- racial weapon bonuses (in hitbon?). add aklyses and crossbows
- food appraisal as an intrinsic for some roles (cav at XL, tou at some XL, maaaaybe Hea)
- remove A from container menus
- having displacement blocks "You stop. Foo is in the way" from happening
- some melee role benefit where you can learn the enchantment of a weapon (on x% of attempted hits according to your skill level or as soon as wielded if expert)
- stethoscope or probing on pet will show if it's satiated (move pet satiated logic into its own function)
- swap arcs' searching and stealth XL cutoffs (new: searching at XL1, speed at XL10)
- Zombification (like, early EvilHack-style zombification where they eat your brains and hit Int, maybe even amnesia) starts happening in Gehennom
- Implement the thing in low priority where they have to grapple you head first
- Ice Sokoban, or at least the backing where pushing a boulder onto ice causes it to slide forward repeatedly until it hits something that isn't ice (would hook into moverock())
- #2040: Rolling a boulder on ice makes it slide for up to 10 squares (provided it keeps sliding over ice) before stopping. If it hits some other non-ice walkable terrain, it stops immediately on that square. It is treated like a rolling boulder trap, capable of hitting monsters in its path. This mechanic could be used in Sokoban to create interesting puzzles.
- maybe: iceoban levels are generated if you are carrying any of several cold items: wand of cold, ring of cold res, spell of cone of cold, or if they are eligible normally, they are suppressed if you are carrying fire items (if carrying both, they cancel out)
- non-chaotic gods penalize you for consorting with foocubi on their altars or in their temples
- reduce str/con caps for gnomes
- dwarf wis cap should be 16, elf dex cap should be > human
- Soldiers rarely spawn with metal or copper flutes and leather drums (don't want to guarantee getting them from a few barracks pre-castle. perhaps block them from generating in ludios, then maybe .25% chance of a drum, else .25% chance of a drum)
- tourists start with a leash (only sometimes?)
- rangers start with all types of launchers and ammo identified
- add orc corpses to orctown. pre-age orctown corpses so they can't be sacrificed or eaten reliably
- allow dissolving green mold in plain water to make acid
- You should be able to sell statues in general stores, particularly if made of gold which are super duper expensive
- make archons radius-3 light-emitters
- white light monster with large light radius and blinding gaze attack (SAVEBREAK, NEW TILE)
- also explosion attack? though a blinding explosion attack, versus repeated unlimited gazes, would be meh for the strategy of the monster
- scroll of enchant weapon will target your quiver if you are not wielding anything
- substantially large statues block LOS
- #2457: Rebalance early-game monster base XP; a lichen should not be worth 4 times as much as a jackal.
- a bell that hits the floor will ring/clang, waking nearby monsters
- quantum mechanic hit toggles speed instead of teleporting you if you have telecontrol (TDTTOE: your position is certain, so it must be your velocity that is uncertain)
- waive quest XL requirement if u.uevent.demigod
- applying candelabrum with less than 7 candles prints a message like "The candelabrum is still missing N candles. Really light it? [yn]"
- make polytraps symmetrically not disappear all the time (but still a high fraction of the time so that a player can't reliably dance on it to get a powerful form)
- add pegasi, lawful u that fly, have a higher base level than a warhorse, speed 25ish; possibly tameable with blessed vegetables but probably not (SAVEBREAK)
- tab key auto-polearm-attack (is this implemented somewhere already?)
- werebane provides lycanthropy immunity and PFSC when wielded
- make number of levels fallen through a trap door deterministic for that trap door
- give mjollnir extrinsic shock res (possibly wait on this until deciding if it should be harder to get for valks)
- kicking down doors exercises Str, not Dex
- when a group spawns, its monsters should be uniformly hostile or peaceful
- with 25% chance, smudge the engraving in the first room a bit, not enough to really disrupt it (less than usual engravings)
- if receiving a spellbook as zen/illit player, instead download the spell into their head without creating a book
- Every's suggestion from nethackwiki: since elves are nerfed in iron hating, make elf ran start with the usual +2 cloak of displacement rather than elven
- occasionally generate wands with a recharge counter of 1-2
- cursed potion of see invisible cancels any current see invisible effect
- use holes in soko4 levels, allow holes in soko4, and make it so holes in soko4 drop you on the level with the stairs to it
- augment paranoid throw with warning for if you're trying to throw something not usually thrown like a bow
- turn magicbane into a quarterstaff (for reasoning: see #evilhack log, 2020-02-26)
- riding skill affects jousting: bonus damage scales with skill. 2d4/2d6/2d8/2d10
- spellbook warnings for all roles (anything less than 100% chance of success); wizard gets a more detailed warning (somewhat difficult / very difficult / etc)
- arch-liches generate with 1 unholy water occasionally (4%)
- option to disable bump-attack? good for pacifists
- originally was going to add a paranoid option, but I think a simple boolean (bumpattack=TRUE by default) is better. F to attack should still be supported.
- when you fail to read a book, increment spestudied with 1/3 chance
- Rogues can steal items from peaceful and hostile monsters, via #loot.
- Only one item per action, and with heavy restrictions. The general formula should look like: (Dex, XL, monster "unaware/unsuspecting" factors, e.g. asleep, peaceful, paralyzed?) versus (monster AC, number of items in their inventory (it's hard to steal their one scroll))
- You can also attempt to steal something from a peaceful; in addition to the Dex-vs-AC roll, this requires passing a Cha check for them not to notice. If the Cha check fails, they notice (waking up if asleep) and get mad (and yell to wake up other stuff).
- Needs a "higher DC" to steal something from a sleeping monster without waking it; e.g. fail to steal < steal but it wakes < steal but it remains asleep
- Things that could be added but are not part of this idea, feel free to kick back into ideas bucket:
- rogues gloves/gauntlets of thievery, which provide 0 base AC and allow the wielder to steal even if not a Rogue. Original idea had Rogues start the game wearing a pair and they're required to steal things, but if the ability to steal is just intrinsic to Rogues then the idea is less complicated. Another idea suggested that the MKoT grants other roles the ability to steal, but this is an incentive to questartiwish which may be unwanted
- thievery skill (evilhack has this)
- Carrying MKoT buffs stealing chances.
- #2358: When you are polymorphed into a monster with a stealing attack, you shouldn't be able to make a normal attack and also steal something at the same time. Perhaps the stealing attack should only be made when you are barehanded, though this could interfere with martial arts. (this is implemented by allowing stealing monsters to #loot monsters with few restrictions)
- pathfind from < to > on early DoD levels and remove all secret doors and passages
- I think this requires the addition of such "pathfind x to y and do foo on the path" to the level generator, which is worthwhile (it's also been discussed to do this in the mines to guarantee a trap free path between the stairs)
- #441: Strength should not give a to-hit bonus; the encumbrance system is already there to address that.
- #177: Implement a strangulation or "can't breathe" timer, which unifies strangulation, suffocation, food choking, rope golem choking, and drowning, and also provides a clean way for monsters to have a suffocation attack.
- This means that choking over food is no longer instantaneous. Each turn while choking over food, you have a 20% chance of vomiting and lose 1000 nutrition. At certain points while the strangulation timer is getting closer to 0, you take one point of Con damage.
- Drowning monsters now grab and pull you underwater in 1 turn, but you have until the timer runs out to kill the monster or escape in some other way. Lifesaving while drowning does not give you a free escape, but resets the drowning timer.
- Rope golems are now more dangerous, since they represent a delayed instadeath.
- Probably the cleanest way to do this is to use the existing Strangled timer, and at the end of every turn/action, run a check to see if you should still be choking (strangulation? rope golem holding you? underwater? choking?)
- #2372: Add a new damage type AD_CHOK, for specific suffocation attacks (so that rope golems' AT_HUGS AD_PHYS combination doesn't have to be interpreted as choking). or reusing AD_WRAP is enough?
- #655: Make potions of oil more common, so that the player has more area-of-effect combat options (for throwing firebomb potions of oil). Adjust the prob up some amount.
- #694: Special message when a self-concealing pet "reluctantly hides under" a cursed item instead of stepping over it. Or maybe pets which hide under objects will never hide under cursed objects.
- #693: Cannibalism angers your god instead of removing telepathy.
- #549: Add pegasi, lawful u-class monsters that fly, have a slightly higher base level than a warhorse, and speed around 25. Might be tameable with vegetables, or only blessed vegetables, or one certain veggy food, though. (SAVEBREAK)
- Contradicting initial idea, pegasi aren't domestics and there's no good reason for them to be tameable with food like domestics. The blessed vegetable interaction is interesting, though - could this be preserved somehow?
- #723: Kicking a sink can dislodge a small swarm of sewer rats (and possibly some other random r monsters), or snakes, in addition to its other kick effects. Unlike puddings which are one per sink, these don't stop coming until they're extinct, and it doesn't need a sink flag. "Eek! Angry rats swarm out of the drainpipe!"
- #689: Instead of a mslow flag in the monst struct, use a signed char called "speedbon" which represents the amount of speed offset that the monster should have from its normal speed. This allows for more nuanced speed mechanics, like zapping a wand of speed monster or slow monster multiple times and having the effects stack.
- #691: Healing potions don't give you different HP maximum increases depending on their beatitude any more. Instead, if they would have taken you above your maximum, your HP maximum is increased by that amount, to a maximum of +1 (healing) / +2 (extra healing) / +4 (full healing).
- #702: Give a Sokoban penalty for destroying a boulder by polymorph shudder (or polymorphing it in any way, really, since turning it into anything else removes it from the map).
- #711: Smoke cloud monster (black v), has a mild fire damage attack and a suffocating engulf smoke attack. Generates in fiery areas. (SAVEBREAK, TILE)
- unnethack poison resistant monsters don't cough (b7de4)
- Shambling horrors, except implemented with a mextra struct that controls their attacks and stats, so they vary from monster to monster rather than all being the same game-wide and their stats persist in a save. (SAVEBREAK, NEW TILE)
- #735: Attacking in melee with an unsuitable weapon like a launcher should negate the player's Str bonus or monster's weapon attack bonus.
- (note that "preferential AI for melee" needs to be done first but is much higher in the list)
- #742: Spiked pits and a lower percentage of pits generate with an item or two buried. When you fall into one, any buried items are automatically exposed. The most commonly generated items here are a few gold or an eroded weapon.
- (Note: this may interfere with the moving down into pits patch. Also, spiked pits shouldn't be 100% to contain items.)
- #744: Reduce the odds that a nonmagical potion polypiles into a magical potion, to disincentivize mass-blanking potions and polypiling them.
- #752: When you have displacement, you displace your pets appropriately even when stunned, confused, or hallucinating, rather than attacking them.
- #778: Figurine monsters generate with an inflated monster generation difficulty (because a figurine of most at-difficulty monsters is likely to be underwhelming as a potential pet).
- #790: Casting a forgotten spell consumes some Pw, perhaps one point per spell level, or just a random amount, in addition to its confusion and stunning effects. Proposal is d(spell level) and you don't need to have that much Pw left; if you have less than it it just goes to 0 silently.
- #808: If you polymorph, and are not helpless, all of your torso armor that has a delay of 1 or less and isn't stuck under slower armor is automatically removed. This includes all cloaks and shirts. Should have a message like "You quickly take off your foo". Only helps outermost; if anything is worn underneath it can't be removed in 1 turn.
- #815: Swap the spell levels of sleep and cause fear: sleep is now level 3, cause fear level 1 (to maintain there being a level 1 enchantment spell).
- #852: In order for a random item to drop as a death drop, it must be able to have been carried by the monster. This means that newts and such won't get many death drops and the ones they do will be small.
- Specifically, this approach doesn't involve trying extra hard to pick an appropriately sized item, because then lightweight items such as scrolls and magic markers would become too common. It merely rolls up a random item, checks whether it would be the right weight for this monster, then decides not to drop it if it's unrealistically heavy.
- #855: Blind or eyeless monsters aren't affected by invisibility or displacement.
- #879: Certain monsters (e.g. the Riders) shouldn't be able to be frightened by getting a ghost from a bottle.
- #881: Vortices stun you after you spend a few turns engulfed in them, because you're dizzy from spinning around so much. (Limit this to actual vortices: fog clouds, for instance, are in the v class but don't spin you around.)
- #885: Conflict negates Elbereth protections.
- #895: One or two Orcish Town exits are blocked by boulders instead of iron bars. This allows the player to get inside when they're ready without requiring digging or acid, but won't allow the orcs to escape.
- #917: When fountains dry out, they become empty fountains instead of disappearing (possibly turning its { to white or gray?). Reading scroll of water on a dry fountain restores its water (without creating pools). This should use a bit in flags, not make a DRYFOUNTAIN terrain type.
- #924: Enlightenment tells you how many more turns you have for timing-out effects. Perhaps use words to fuzz the amount rather than giving an exact number. e.g. "You see invisible for a little while longer."
- #928: Wearing kicking boots protects you from all damage caused directly by you kicking things.
- #935: If a monster is hurtled into another monster (i.e. from a monk's staggering blow), both monsters wake up.
- #941: Give some monsters the M2_SWIM ability: rats and dogs
- #945: When a black pudding is created from a sink, rings buried beneath the sink may be placed into the inventory of the pudding.
- #986: If you have slippery fingers, your chance of failing to engraving the text you wanted in the dust is higher.
- #987: Zapping a wand of opening down at a bear trap you are stuck in should free you immediately.
- #990: The appendage ("foreclaw") for a paper golem should be "endpapers". Make it an exception for the FINGER and FINGERTIP and possibly HAND cases.
- #998: Zapping a cancellation beam downwards while standing on a magical (magic, teleportation, polymorph, etc) trap will remove the trap.
- #1018: Lit candles [may, with a 40% chance] get snuffed when you move next to an unseen secret door, trap door or hole: "A draft blows out your candle."
- #1049: Potions of oil heal iron golems when quaffed. Only implement this from the player's point of view; monsters won't use it.
- #1058: Vaporizing gear by overenchanting it abuses Wisdom.
- #1666: Vampires drain levels much less than they currently do, or not at all; instead they use a bite with an AD_DRHP damage type (described in #1627). Possibly give vampires one AD_DRHP attack but let vampire lords keep one AD_DRHP and one AD_DRLI.
- #1060: Nurses rarely generate with stethoscopes.
- #1062: Being a male Valkyrie is a minor trouble when praying and will be divinely fixed by reverting you to female.
- #1071: Mummy corpses never rot away. except instead of forever, maybe just a really long time? Tentative on this. If it is more complex than it looks, don't bother with it.
- #1088: Digging downwards destroys any existing engraving on the square.
- #1099: Thunderbirds: birds with lightning breath. statblock sketch: 3d6 breath lightning, 2d4 bite physical, 1d6 claw physical (no sound based attacks exist yet). Has and confers shock resistance. Lawful. Bright blue B. Fairly high level and difficulty; these don't need to be Yet Another Popcorn Midgame Monster. Weight comparable to other birds but maybe 2-3x as much. Nutrition comparable to other birds. (SAVEBREAK, NEW TILE)
- #1113: YAFMs (both regular and hallucinating) for sitting on the Vibrating Square. Something to do with a vibrating chair massage.
- #1121: Eating a disenchanter corpse sets Pw to 0.
- wand recharging by rubbing two wands of the same type together. lossy, in that 1 less than the total number of charges gets transferred. increments recharge counter and may explode from that; charging past normal generation amount also likely to cause explosion
- place statues in throne rooms (maybe in the line of unoccupied spaces)
- #1204: Wearing armor made of gold increases your Charisma by 1 or 2 for each piece worn (possibly even bypassing racial maximums).
- this could be tough to do
- #1211: Give a different message for when you injure your legs by kicking. Possibly as subtle as "Ouch! That really hurts!", but could be more explicit like "Ouch! You injured your leg!"
- #1213: Pits (and other traps?) on early dungeon levels sometimes generate revealed.
- #1246: If you used to have the Amulet but now don't for some reason, your death message gets "(without the Amulet)" appended to it.
- #1286: Applying a pruning hook (or possibly any polearm) to a space containing a tree, assuming there's no monster occupying that space, it triggers the regular bees/fruit from the tree without needing to kick it. (Pruning hooks no longer exist, so this is just any polearm.)
- #1309: When remove curse changes the beatitude of things in your inventory, those things glow the appropriate color (or feel warm if you're blind). The scroll is identified only if at least one beatitude-identified thing changed its state.
- #1339: Allow capital letters to be entered at direction prompts.
- #1347: The #attributes screen gives you several time-related pieces of info:
- The current time as observed by the game. (Possibly it should just tell you whether it's night or midnight).
- How long it has been since you started the game in wallclock time, for speedrun checking.
- How long your current session has been.
- The current phase of the moon.
- #1353: Give potions more side dipping effects:
- Dipping an eroded item in a healing potion repairs erosion on it; 1 level for regular healing, 2 for extra healing, and 3 for full healing.
- Dipping an enchantable item in a gain ability potion enchants it (by 1 point, always, and this can vaporize it).
- #1384: Rope golems can drop leashes and bullwhips upon death. (and grappling hooks)
- #1385: Dipping potions deliberately into a large water source (anything but the potion of water) turns them into water in one go, without a need to dip twice. You get a message about pouring out the old potion and filling the bottle with water. Being submerged underwater is not necessarily deliberate so it does not instadilute potions to water all at once.
- #1386: Nerf the effects of diluted potions in order to disincentivize diluting them and fix alchemy abuses. Start with healing potions: a diluted healing potion of any type heals only half as much as otherwise, and either confers half as much max HP as an undiluted potion or possibly no max HP at all.
- #1388: Unless you are blind, all boxes are obviously locked or unlocked once you see them. There is no need to first loot a chest only to learn that it's locked.
- Extra possibility of failure if you dip for Excalibur while "fake lawful" due to opposite alignment
- #1398: If the Wizard has started to harass you, enlightenment shows "You are being harassed" or "pursued".
- #1440: Iron and copper items engulfed by gelatinous cubes get corroded in the process.
- #1467: Pudding globs that fall onto a sink slide down the drain and disappear. This does not restock the sink with pudding.
- #1485: If you attack a peaceful monster, other peaceful monsters that saw the act but grudge the first monster will not be angered.
- #1491: When you step onto a pit or hole, your chance of falling in is based on your Dexterity rather than being the usual flat 20% chance for traps.
- #1492: Make it possible to leave bones on certain levels that have a branch entrance in them (mainly mine entrance, sokoban entrance, quest), by virtue of removing the branch entrance before saving it as bones. If branch upstairs are removed in this manner, replace it with a pile of rocks; if downstairs are removed in this manner, replace them with a pit.
- #1547: Color priests differently to distinguish them from player monsters. Maybe yellow? EvilHack does that
- The main problem here is werefoo are already yellow @. But that's likely fine; a priest/wererat conflict is less of a problem than a priest/shk or priest/mplayer conflict (very frequent on astral). Also consider that MONSTERCOLOR can be used to do this, but that's a weak argument unless vanilla compatibility is paramount.
- #1552: Damage reduction from AC happens before half physical damage instead of afterward.
- #1553: New mode for #terrain that hilights spaces you or a pet have stepped on. (There is also popular demand for a NetHack4-like display of this on the regular map.)
- For room spaces, this could be done via using just rm flags. But it wouldn't work for other terrain types that already use them for something. It will likely have to be done by extending struct rm by a byte (SAVEBREAK) in order to get an additional bit or 2 to flag for this purpose.
- #1555: Oilskin cloaks prevent you from getting entangled in webs. Greased cloaks do too, but the grease may wear off in the process.
- #1559: Cursed weapons deal bonus damage to all angelic beings, like blessed weapons do to undead and demons.
- #1564: If a mind flayer eats your brains while you are confused, it becomes confused.
- Merge the wand of enlightenment into the wand of probing, giving it enlightenment when zapped at the player. (SAVEBREAK, tile doesn't necessarily have to be removed, it could just become another randomized wand appearance)
- #1574: Spellbook of probing, in the divination school, that works like the wand but only works at touch range. Zapping it at yourself at skilled grants enlightenment. (SAVEBREAK, NEW TILE)
- #1577: Unicorns of different colors grudge each other.
- #1585: Gelatinous cubes automatically engulf items thrown at them rather than the items falling to the floor.
- #1586: Foocubi gain a level when you get a negative result from them. This should perhaps be extended to other types of enemies with draining powers.
- This may require revisiting the foocubus formula, which was scaled for the natural levels of foocubi. Perhaps they gain a fixed amount of maxHP instead and level up sporadically. Or there is a % chance of them gaining a level.
- You can weaponize globs of green slime to forcibly transform other monsters into slime, by hitting them with it in melee or ranged combat. Subject to a monster magic resistance check for the transformation to work; whether it does or not, the glob is used up.
- Make globs of slime dangerous: wielding or throwing it without gloves, or kicking it without boots, will start sliming.
- #1595: When a monster disappears by becoming invisible (and you can't see it anymore), place an I on its square.
- #1613: The cost for buying protection is based on your maximum level reached, not your current level, to prevent draining for gain.
- Higher level or in-Gehennom foocubi (those beyond the normal level range) steal your jewelry if you have insufficient gold to pay them.
- #1623: New demon lord with a fire attack comparable to Asmodeus' cold attack (this is actually already implemented, but is unused). It seems weird that no demon lords are really associated with fire. (SAVEBREAK, NEW TILE)
- #1624: Give one of the existing, uninteresting demon lords a high physical damage output.
- #1627: Mosquitoes, an a-class monster which uses an AD_DRHP attack, which replenishes the mosquito's health by some fraction of the damage it dealt you. (SAVEBREAK, NEW TILE)
- #1628: Pixies, an n monster that can hide under objects. Chatting to them will make them say "Hey! Listen!" as an Ocarina of Time reference. (SAVEBREAK, NEW TILE)
- #1638: Will-o-the-wisps: gray or possibly bright blue y-class monsters that spawn individually, leave no corpse, and have no attacks except a passive blindness attack. They emit light radius 0 so you can see them, but no surrounding squares, across a dark area. Not infravisible, and could have teleportitis to replicate their folkloric effect of suddenly vanishing. Spawn rarely in swamp rooms and may not spawn at all in a lit area. Most importantly, they have a special AI that causes them to avoid the player and orbit around treasure, especially submerged treasure (occasionally) or around hazards like monsters or traps (commonly). Tame ones specifically prefer to orbit towards buried or submerged treasure. (SAVEBREAK, NEW TILE); also see its implementation in biodiversity patch
- #1640: Fairies, a n monster similar to pixies: very small, flying, capable of hiding under objects. However, they are lawfully aligned and (?) always generated peaceful. If you chat to a non-hostile fairy, it will heal you a moderate amount (as in the Legend of Zelda) and become cancelled (a cancelled fairy can no longer heal you). (SAVEBREAK, NEW TILE)
- #1643: Satyr, a h monster that is either chaotic or lawful (either could fit), are always male, generate with booze frequently, and chase after any nymphs nearby (who flee or teleport from them). Appear in the Ranger quest frequently. (SAVEBREAK, NEW TILE)
- The bit about chasing nymphs and them fleeing is not really possible under current AI rules.
- #1645: Fire nymph, n, which normally only spawn in Gehennom and are noticeably stronger than other nymphs. Have two steal attacks which burn any items stolen, and also a fire attack. They also explode into fire when killed. (SAVEBREAK, NEW TILE)
- #1647: Aggravate monster from a ring (possibly only from that) gives pets a special behavior: as they are aggravated, they will attack enemies with no regard to their current HP or the enemy's level, basically ignoring the checks that exist. Enemies might also attack pets of their own volition (which they don't do under normal circumstances except in retaliation).
- #1650: Wandering hostile priests of Moloch occasionally generate in Gehennom.
- #1652: Add a knockback attack and a monster that can use it. Getting knocked back into a wall deals some extra damage, and getting knocked back into water or lava has predictable effects.
- spl wind dragon? evilhack punching giants? note that the knockback stuff described here will be implemented in 7.0 by whirlwind trap
- #1657: Nazguls' sleep gas acts as a beam, not a ray, and therefore cannot be reflected.
- I think the simplest way is to make sleep rays like poison gas rays in that they create regions of sleep cloud. (So orange dragons would get this too.) Involves a region refactor.
- #1662: Sandestins, when they can see the player, examine the player's worn equipment and try to shapechange into something that the player appears to be vulnerable to. (Malevolent shapeshifter ai is cool, and doesn't involve the headache of movement other ai changes need, thus it's not necessary to fold into other AI overhaul stuff)
- #1682: Rock piercers instakill stone golems, glass piercers instakill glass golems and iron piercers instakill iron golems.
- #1684: Purple worms eat corpses in 1 turn, because they can eat the monster in 1 turn so why not the corpse?
- #1686: Trappers' and lurkers' above digestion happens much more quickly than purple worms, on a shorter timer. As it stands, most digestion attacks aren't very threatening as an instadeath because the player almost always has time to kill the digester.
- also new YANI that digesting engulfers should hit you with digestion each turn you're inside, not on each of their moves, which are few and far between.
- #1689: Gelatinous cubes can eat wooden doors in their path. Do this with BUSTDOOR, just a different message if the monster is a cube.
- #1690: Increase the difficulty of werecreatures, to compensate both for their lycanthropy and that they are capable of summoning many monsters of equivalent difficulty. Also pushing them a bit later into the game which is good. They could also get a bit of a buff.
- #1697: Mimics are very likely to mimic chests, instead of random items most of the time.
- #1701: Whirly engulfing monsters have a random chance of causing dizziness (stunning) every turn you are engulfed.
- #1703: Skeletons can spawn in places that aren't Orcus-town.
- #1704: Balrogs have a powerful fire attack. (Could this be a spell-like ability similar to storm giants and mspec_used where they don't just do a "balrog hits! You're on fire!" attack?)
- #1705: Golems do not regenerate hit points, and healing spells do not work on them.
- #1709: Consorting with foocubi abuses Wisdom.
- #1711: Make killer bees' evasiveness so high that a player should still be missing them a lot even in the late game. To compensate for this, reduce their HD to 1. However, area of effect attacks always tend to hit monsters regardless of evasiveness, so are still useful against them.
- The way to do this right now is to give them very low AC, on the order of disenchanters perhaps. Test in-game and make sure it feels right.
- #1712: Ghosts cannot be touched with most items, or the player's body, similar to shades (probably blessed + silver objects would suffice; though silver does not sear them like it does shades). They don't need to have an amazing AC anymore because of this.
- #1744: On March 15th, your first minor consultation from the Oracle will always be "Beware the Ides of March."
- #1749: Telling a vault guard you are Croesus or an alias might fail, depending on your Charisma (80+cha% chance of success?). If it fails, the guard becomes hostile.
- #1756: Fog clouds block line of sight.
- #1761: Same-sex foocubi will use an amulet of change on themselves as an offensive item. With orientation, this will change to "foocubi of an incompatible gender to you".
- #1762: Give a YAFM for telling a vault guard your name is Spartacus. "If I had a zorkmid for every time I've heard that... Try again later." Regardless of whether your name is actually Spartacus.
- #1726: Croesus is generated with 2 random amulets and 5 random rings (bling) in inventory. If they're good ones, he may be wearing one. The amulets should be gold. It should be d3-1 amulets and d4-1 rings.
- #1727: Change rothes' AT_CLAW attacks to AT_BUTT (also probably do this for most q).
- #1728: If a monster has horns, AT_BUTT attacks deal extra damage.
- #1776: Increase piercer damage by a lot, and make helms not count for much against a falling piercer. Specifically, the damage should increase from 4d6 to 8d6, and helms should reduce damage to only 75% or 80%, not 50%.
- #1784: Monsters that divide/split must find a space adjacent to the splitting monster that is safe for the new monster to be on; if no space exists, the split doesn't happen (and any effects on the monster's current or maximum HP are nullified). Basically, no enexto shenanigans. Currently, the split monster lands on the closest available square, which could be not at all close to the original monster in a packed environment, and this is weird.
- #1785: When a monster that you can see unfreezes from paralysis, give a message "Foo starts to move again."
- #1792: If you try to buy a high level spellbook in a shop while outwardly looking unqualified (low XL, low Int, Barbarian/Caveman), the shopkeeper raises an eyebrow and condescendingly asks you if you're sure you can read it. This can help you informally identify high level spellbooks.
- Only in a book or scroll shop; a general store shk (or any other type) won't do this.
- #1795: Croesus is able to displace other monsters, because he's the king.
- #1796: Mimics can mimic other pieces of furniture like sinks, thrones, and altars, outside of special rooms where they already mimic those things. (They can already mimic doors and stairs.)
- #1799: Mindless monsters are immune to every form of fear effect, including scare monster. (evilhack df0174f, 724b280). This will kill plane of air scaring strategy; BUSO)
- #1805: Aligned priests can sometimes generate with 1-2 holy water instead of 1-2 of their spellbooks. Moloch priests will get unholy water rather than holy.
- #1807: If a monster would receive a teleport item but the level is non-teleport, don't give it to them (doesn't mean they won't get anything; this can just drop the probability of the teleport item by like 90% so they're far more likely than normal to get a non-teleport item).
- #1808: Monsters can defensively zap you with a wand of teleportation if you are not on a non-teleport level.
- #1813: Monsters can drink potions of booze as a defensive item, but only when fleeing. It cancels their fleeing and confuses them.
- Hallucination should randomize the color of an engraving (keeping the glyph S_engraving). This may have been attempted at some point and failed? But it should go into map_glyphinfo
- #1816: Shopkeepers won't buy wands from you if they are empty.
- #1817: When a light explodes, all monsters adjacent to it are affected equally. (Does not need to be an actual explosion.)
- #1820: Make trappers and lurkers above mindless, so they're not trivial to find and avoid with telepathy. (Backed up by D&D Pathfinder at least: they're an ooze that has no Int score)
- #1824: Gas spores, because they are volatile, always have exactly 1 HP, regardless of their level or HD.
- #1826: Adult female dragons drop eggs (more so than the usual oviparous drop odds).
- #1832: Straw golems have a smallish chance of dropping a T-shirt.
- #1834: Queen bees drop a few killer bee eggs.
- #1869: Potion of elixir, which heals more HP than healing, but less than extra healing. It also recovers the same amount of Pw and restores 1 ability point in all attributes. HP and Pw maximums do not get raised. Alchemized from healing/extra healing plus gain energy, or restore ability plus one of the others (perhaps with a less than 100% success rate) (SAVEBREAK, NEW TILE)
- an interesting take on it is that it instead heals a slightly variable fraction of maxhp instead of a fixed amount. (this turned into a YANI of its own, so this should not be part of this idea)
- #1890: Objects thrown at hidden monsters (whether the monster is hiding under something or an undetected mimic) pass right through the square as if no monster is on the square.
- #1900: Accuracy, damage, and AC bonuses should not be available as intrinsics, and eating their rings should not do anything.
- vanilla has taken some steps to prevent total exploitation of this, but it's not considered enough. In particular, eating protection really shouldn't work.
- #1902: Apples exercise Constitution when eaten /* an apple a day keeps the doctor away */
- #1909: You don't take damage when tossing lightweight, non-hard, non-weapon objects upward. "Light" is defined by some weight threshold. (It's very weird that you can take damage by tossing, for instance, a eucalyptus leaf in the air.)
- #1912: Wearing a cheap plastic imitation of the Amulet of Yendor gives you the sucker markup in shops.
- #1913: New container trap effect: a monster is generated from the box (was hiding in the box and pops out at you), taking you by surprise. It gets a free attack on you. Technical notes: roll random monsters until getting one that's MZ_TINY or conceals(). Paralyze the player for 1 turn.
- #1917: If you try to drink a potion underwater, it will first go through the normal dilution routine. This means that an undiluted potion will become diluted (but will generally be fine to drink), a diluted potion will become water (and thus useless), and a potion of acid will blow up in your face.
- #1918: Swap the blessed and cursed effects of the potion of acid, which means that blessed acid is more powerful acid, while cursed acid is kind of cruddy.
- #1931: Getting hit in the head by a potion deals a small amount of damage (unless wearing a helmet). Death reason if this kills you is "hit in the head by a potion". Should also be implemented for monsters.
- #1942: Boulders deal 5d4 damage instead of 1d20.
- #1948: Spellbooks can generate pre-read. They will always have at least 1 use remaining in them (and that will be uncommon), but they are not always new spellbooks. Iterate e.g. while (!rn2(4) && spestudied < MAX_SPELL_STUDY - 1) spestudied++;
- #1973: When you equip a ring of hunger, give a message "Your stomach rumbles." with appropriate body_part
- #1974: If you are wearing iron shoes, you cannot be forcibly knocked back to other spaces, unless you are levitating. Waiting on knockback, but this should be added in 7.0.
- #1981: Convert the potions of monster and object detection into scrolls, since they are a bit of an oddity among potions in that all the other potions have a direct effect on the drinker. These one-time divination effects seem more suited to scrolls. (SAVEBREAK)
- #1987: The non-cursed scroll of taming always pacifies monsters that can be pacified but not tamed (shopkeepers, priests, watchmen). If blessed, the pacification is extended to all monsters that can be pacified at all (nearly everything, except a few uniques). The MR roll to tame monsters is unaffected.
- #2000: Failing to write an unknown scroll or spellbook just consumes an average amount of ink; otherwise it implies that the character knew how much ink the job would have taken.
- #2002: Eating garlic replicates the effects of the fountain effect "This water gives you bad breath!", causing all monsters on the level to flee for a limited time.
- #2003: Wolfsbane lying on the floor has a similar effect to werecreatures as garlic has on undead: they won't step on that space.
- #2007: When generating a corpse during level creation, pre-age the corpse a la zombie and mummy corpses so that it's not weirdly fresh.
- #2010: If you are not fully healed by a potion of full healing, it prints "You feel vastly better."
- #2011: Increase the price of the magic whistle to 100 zorkmids. Identification of the whistle type is trivial anyway.
- #2013: The cursed scroll of remove curse removes the curse from one item in your inventory at random (including itself), to give it at least a tiny bit of use.
- #2014: Make magic whistles a charged tool. When out of charges, it behaves like a tin whistle. Its initial amount of charges and the amount it gets back by recharging are in the "high" tier like a tinning kit or camera, generating with 30-99 charges.
- #2024: Lances go through one or two levels of visible damage (e.g. "cracked lance") before being destroyed completely, rather than being able to break outright. Repairing the lance with the same methods being used to repair erosion will fix this damage, and erosionproofing it will make it immune to cracking or breaking. Possibly overload obroken to track this since it probably isn't normally used on weapons.
- #2025: Reading a blessed scroll of remove curse will also cure any lycanthropy you are suffering.
- #2026: The amulet versus poison (and only this) prevents food poisoning from tainted corpses.
- #2034: Blessed potions of gain level give you at least 75% of the experience points required to reach the next level, instead of being totally random.
- #2035: When a potion of oil gets hit by fire, it ignites and explodes instead of just catching light. Or with a 50% chance
- #2043: Spell of shove: level 4 or 5 escape spell. At Unskilled and Basic, it fires a beam that pushes the first monster it hits back one space (as if receiving a staggering blow, but doing no damage); at Skilled and Expert, it fires a shorter-range beam in all eight directions. What with shoving monsters into moats to drown them and things like that, this could be a pretty fun spell. (SAVEBREAK, NEW TILE)
- #2070: At high skill, the spell of wizard lock forces items off the doorway to adjacent squares so it can make the door. If there's a monster on the door, it also gets forced off to an adjacent square, or becomes embedded in the door if none exists.
- Wand of locking should probably act like the skilled form, following CRP.
- #2076: Trying to cast a forgotten spell and getting nightmarish images in your mind drains a few points of Pw.
- #2090: Nerf the spell of knock in comparison to the wand of opening: it should be a melee-range spell (or a beam with range 1), and possibly it can't be used to open containers until you are at least Basic in matter spells. (this last part is a bit iffy)
- #2105: The Magic Mirror and Master Key's rumor-granting effects are removed or replaced, because they're stupid and a way to read the whole rumors file while still technically sticking to unspoiled behavior.
- #2127: Intelligent non-quest artifacts will evade your grasp if you are directly cross-aligned (lawful when it is chaotic or vice versa). That is, a lawful can never pick up Stormbringer and a chaotic can never pick up Excalibur, though neutrals still can and will still get blasted. (Justification: how often are lawfuls trying to use Stormbringer anyway, etc)
- #2135: Slightly increase the minimum depth of rolling boulder traps, which is currently 2 and can instakill a character on level 2 easily.
- Non-random trees - those in level files - should by default have no fruit or bees unless the lua file explicitly allows them to.
- #2152: Some random graffiti is not rumors; it contains helpful in-game information. Things like "NR 9 is a scroll of earth" (giving object identifications), or "The Big Room is on level 12".
- #2157: When the game tries to generate a sink in a room, it tries to place the sink next to the wall (though not in front of a doorway). I.e. it should be orthogonally adjacent to a wall square.
- #2158: Antholes contain eggs of the type of ant the room is filled with; fewer than the ants themselves. Maybe 20% or 30% chance per square; tune down the food generation a bit.
- #2197: Divine lightning (a god smiting you, particularly Moloch when you attack his high priest) should ignore reflection; it's a "wide-angle" blast of lightning. Maybe this should apply to the clerical spell too, I'm not sure. The high priest of Moloch should also be shock resistant.
- #2199: Crowning makes it impossible to change alignment ever again. You can neither permanently convert at an altar or put on a helm of opposite alignment after you have been crowned.
- #2202: One of the prayer boons you can get from a god is intrinsic light: you become a light source (probably of radius 3, but could be 4). Crowning may give you this permanently, since you're now all holy. (intrinsic light is slated for 7.0)
- #2206: Replace all the priests and angels of Moloch on the Astral Plane with (still hostile) priests and angels of the other gods. Moloch is a disgraced, hated god, and his priests have no business there.
- #2212: If a god doesn't have any good artifacts or spellbooks to grant you as a sacrifice gift, they give you a prayer boon instead.
- Requires something to stop you from farming infinite boons rather more easily than you can do it already.
- #2217: Your god will not crown you until you have completed some milestone (finished the quest, probably, but also could be going to Gehennom and back).
- #2218: Increase the rate at which annoyed gods will send down minions to defend their altars from being converted, since this rarely happens. (evilhack contains some measure for this)
- #2221: "Awe" intrinsic, granted only as a divine boon for a short duration: any monster you hit or that attacks you automatically gets scared. (NEW PROPERTY)
- #2223: Alignment penalty for Monks and Priests for consorting with a foocubus.
- #2224: Monks' vegetarian-breaking alignment penalty is assessed at -1 alignment per X weight units of meat you consume. Eating a huge chunk of meat will cause a much larger penalty than a jackal corpse.
- #2225: When you escape the dungeon by leaving on the level 1 stairs without the Amulet, your god is immediately set to be angry at you (for abandoning their mission). This will have no effect on the game since it's ending, but end-of-game enlightenment will show that they were angry with you. Possibly disable this if the hero had the Amulet at some point or is carrying an unidentified fake one.
- #2229: Fuzz the effective difficulty of monsters sacrificed, so that you can't trivially count up and calculate how much more you need to sacrifice.
- #2231: New container trap effect, a loud alarm that wakes nearby monsters. (Exploding chests already wake nearby monsters, but the chance of it happening is miniscule unless your Luck is below -7; this was proposed as one of the common effects even at high Luck.)
- #2232: A floor trap that sounds a loud alarm, waking monsters (a lot more so than a squeaky board, perhaps level-wide). Trap scaling may make this deafen you at higher levels. Deaf: no message. Normally: "A loud klaxon blares around you!" Hallucinating prints that too, but adds: "Make way for the ambulance!" (SAVEBREAK, NEW TILE)
- #2233: Rolling boulder trap hit chance and damage is based on dexterity and not AC, for how much you can jump out of the way. Only high dexterity will allow you to dodge the boulder entirely.
- #2235: Rename rust traps to "water traps", and the gush of water hitting you may hit your pack, wetting several items. Remember to also implement for monsters.
- #2246: The player can't cast spells or use magic items while standing on top of an anti-magic field. (Rather than straight up not being able to use the magic items, they would behave either like their non-magic counterparts, or as if they had no charges, as much as possible. Magic instruments would play normally, wands would fail to produce an effect, scrolls would have no effect, and so on.)
- #2255: Monsters, including the player, under a certain body weight plus inventory weight don't trigger squeaky boards. This weight factor is fairly light, possibly in the low hundreds (so even a player carrying nothing will still trigger it).
- #2256: Rangers have a significantly better chance than other roles at untrapping beartraps (perhaps even just 100%).
- #2263: The top level of Vlad's Tower is now an open level with Vlad and his throne, and the vampires and their chests are moved to lower floors. Also Vlad should be awake.
- #2287: Add some Hitchhiker's Guide easter eggs (probably custom engravings like "Don't Panic" - maybe a random towel?) on dungeon level 42.
- #2303: Ranged divination effects (monster detection, object detection, clairvoyance, maybe telepathy) are suppressed if the level is not mappable.
- Monsters who are not Schliemann should require a turn to light a carried oil potion, giving you a message "The foo lights a potion of oil!" if you can see them
- #2319: The xlogfile shows which turn a conduct was first broken on, rather than compacting all conducts into a bitmask. (SAVEBREAK)
- #2329: There should be a message from when you pacify (not tame) a monster by throwing food at it. "[monster] seems pacified by your gesture"; possibly something about you getting the monster's order wrong if you're hallucinating.
- #2337: Since untrapping is more common than the rarely used "seetrap" command, remap the ^ key by default to perform an untrap. If you wish to use seetrap, you need to do #seetrap.
- #2341: When a monster teleports away, print "The foo teleports away!"
- #2348: If you are killed by a tame monster, the death message reflects that. Perhaps as simple as putting the word "tame" before the monster.
- #2351: Players' thrown items should, if they miss a monster, continue flying behind it. (It works this way for monsters.) (Possible vanilla patch)
- #2353: The game prints a message "You escape the dungeon, never to return again." when you escape the dungeon, instead of just going straight to DYWYPI.
- #2355: Disallow quivering things that can't be used as missiles (and therefore have no business being in the quiver). This is noted as a possible extension in ready_ok for things like bows; implement it.
- #2361: Fix the "Farewell" ending message to say "turns" instead of "moves", since it's more accurate.
- #2362: If you fall into water with teleport-at-will, the game should use casting a teleport spell as its last resort, once you have no other options for escape. It's very annoying to attempt to teleport and lose energy and nutrition when you're deliberately trying to jump in the water and can easily climb right back out. Note that if adjacent-dipping is implemented, this becomes largely irrelevant.
- #2363: When you fail to polymorph and get the "new man/woman" message, prior to this print a message that makes it clear that the polymorph fails. You don't get this message when you deliberately try to polymorph into your own race.
- #2367: For TDTTOE, you only receive a "telepathic" message from your quest leader if you actually have telepathy. Otherwise, you merely "sense" the message.
- #2369: Review objects that are oc_big. Certain ones like chests and large boxes don't count as big, but should be.
- #2370: When starting or resuming the game while hallucinating and during full moon, replace "You are lucky! Full moon tonight." with "You're on the moon tonight!"
- #2371: Nagas should only be MZ_LARGE, not MZ_HUGE.
- #2375: If the verbose option is off, replace "A mysterious force prevents [monster] from teleporting!" with "[monster] shudders briefly."
- #2377: Paranoid eat option, which makes you have to type out "yes" for "Continue eating?"
- #2378: Command that saves your non-default, non-duplicated options to an autogenerated config file, or appends them to your existing config file, or writes out a config file with the wrong name and location (so you can copy and edit it).
- #2388: The wish parser should accept "scroll of recharging" as a valid variation for scroll of charging. (This is a common mistake and simple enough not to wait for larger wish parser rewrites)
- #2389: The prompt for blessed genocide only accepts single-character strings; specifying a species won't work. However, it should ideally still accept monster class strings such as "bat or bird" The prompt also says "(enter a single character)".
- #2392: Donating more than 100 gold to a priest but still less than the required threshold to actually get anything causes the priest to say something gracious, rather than "Cheapskate".
- #2398: Treat the vibrating square (if you have located it) as a dungeon feature in the overview, so that the level is shown as having a vibrating square on it.
- #2399: New exclamations for peaceful monsters getting mad at the player when they attack another peaceful: "Hey!" "Stop that!" "Get [him/her]!" "Oy!" "Jerk!" "Try me instead!" If hallucinating, add "Dude! Not cool!" to this list.
- #2400: Untrapping a container, whether or not successful, silently reveals the locked/unlocked state of the container.
- #2404: In the C call menu, allow \ to be entered as an alias for d, the discoveries list.
- #2408: Give a message when a wand of secret door detection reveals something.
- #2420: The cost of breaking a shop door is at least partially non-deterministic, so you can't figure out the exact amount the shopkeeper will demand in advance.
- #2429: Valkyries always get the snow boot bonus while walking on ice (i.e. they never stumble), even if they aren't wearing snow boots.
- this needs to wait until ice is important somewhere outside the valkyrie quest, or alternatively just make Valk a lot less likely to stumble on ice, and/or others more likely, without zeroing their chances.
- #2432: All thrones are considered historic and Archeologists get an alignment penalty for making one disappear. This should probably have an associated message since it isn't otherwise obvious.
- #2441: The chance of finding a secret door directly relates to how many seen tiles are surrounding the door. The more tiles around it are seen, the more likely it is to be found.
- Realistically, a player searching near a secret door will almost always have either 5 or 8 of the adjacent tiles seen; so perhaps just check whether the player has seen the two tiles on either side of the door. If the player has seen both, finding the door becomes a lot easier.
- #2444: Inventory wetting triggers every turn you are submerged.
- #2447: Automatic searching triggers standard 1-radius searches even when the player is blind. (It does call the same function already, but explicitly with a different flag; perhaps flip this flag if Blind)
- #2458: If you are turning to stone and take acid damage from any source, the stoning is stopped.
- #2460: Conflict doesn't work if a monster can't see you.
- #2478: A weapon slipping out of your hand due to greasy fingers overrides it being welded to your hand by being cursed. Thus, you can get greasy fingers intentionally to get rid of a cursed weapon. (esoteric side strategies are the best)
- #2481: Explore mode characters start with 5 blessed scrolls of identify.
- #2488: Priests can hit incorporeal monsters like shades by default. Their attacks never pass harmlessly through.
- #2493: Vomiting subtracts nutrition proportional to your current nutrition instead of a constant 20. (20 is a decent floor though). Perhaps it takes half of your current nutrition.
- #2494: Barbarians get extra nutrition from eating corpses, since they have practice in how to eat them properly. Possibly up to 1.5x the nutrition.
- #2497: Make the Oracle consultation prompts more obvious as to what they're getting. "Dost thou wish to hear the latest dungeon gossip?" / "Then dost thou desire a serious piece of advice?" Also, it should ask the player even if they have no money, and tell them that they don't have enough after the prompts are shown.
- #2508: If you are hallucinating, replace the message "You can't fight yourself." with "You can't come to terms with your inner conflicts."
- #2519: Replace the existing polyself nerf that 20% of polymorphs turn you into your own race. Instead, have it so that the longer you stay polymorphed, each successive polymorph has a shorter duration. If you stay in your normal form for a while, polymorphs will return to their original duration.
- #2526: The chance of you catching lycanthropy is boosted on a full moon and zero on a new moon.
- #2534: Dipping a weapon into a fountain can as a random effect raise its enchantment by one, to a maximum of +1.
- #2536: Allow human Rangers to play as lawful. (Note: this will involve changing the Quest text a bit so that it doesn't refer to lawful as the enemy.)
- #2537: Tourists begin the game with 1 or 2 Luck.
- sure luck might be changing, but why not do this. additional justification is that starting with a small amount of luck isn't gamebreaking because it happens every full moon
- #2551: Intrinsic aggravate monster from eating dogs and cats lasts for a few thousand turns; actual cannibalism lasts many thousand turns, but neither gives it to you permanently.
- #2553: Kicking a wall where there is a secret door will always reveal the door and will never hurt you. This first kick may WHAMMM or crash it open as usual for doors.
- #2557: Break the fumbling intrinsic into fumbling (only for hand-related things, conferred by fumble gloves) and stumbling (only for foot-related things, conferred by stumble boots).
- #2565: Rangers have a special bonus towards searching for pits.
- #2568: Give a warning message when temporary speed is about to wear off.
- #2573: Add a random throne effect that polymorphs you into a level-appropriate royal monster.
- #2577: You can read the label on a can of grease. This reads "Yendorian Grease. Caution: water-soluble."
- #2594: When a monster that is a lord or prince to its kind spawns, it should sometimes spawn in some associated retinue along with it.
- #2595: Extension of the feature in several variants where monster spawns are concentrated on the upstairs during the ascension run: occasionally, instead of spawning a monster, generate an organized group which is trying to get the Amulet, usually made up of sapient monsters (such as a group of soldiers, or a few priests of the same god, or some elves led by a couple elf-lords). Possibly, this only happens after you get back out of Gehennom and are again visible to the other gods.
- #2596: Give violet fungi a hallucination-inducing touch attack. This either replaces or adds to their existing weak physical damage attack.
- #2599: Occasionally, when generating a level 6+ spellbook, set its opoisoned flag to true. You get "The book was coated in contact poison!" not as a random spellbook reading failure effect, but when you try to read a book whose opoisoned is set to true. Triggering the contact poison usually (but not always) clears the opoisoned flag, so it won't be poisoned if you try to read it again. Dipping a poisoned spellbook in any healing potion will neutralize the poison and use up the potion. Possibly, dipping it in a potion of sickness will poison the book, though this would be useless unless monsters read spellbooks.
- This now needs a new level 6 failure effect
- #2603: If both of your hands are occupied, you cannot multishoot thrown ammo (e.g. darts, shuriken, daggers). You can still multishoot if you're firing ammo from a launcher. Additionally, Multishot cap is halved if you are wielding something in your main hand other than the requisite launcher for what you're trying to multishoot, regardless of if your other hand is free.
- Gold donated to a priest instantly and silently vanishes, so it can't be recouped by killing the priest.
- #2629: Glowworms, a w monster that emits light in a radius of 1. Possibly, when disturbed they suddenly flare up in a blaze of light, blinding creatures nearby and increasing their light source to a wider radius temporarily.
- #2640: Add a new type of eye with a hallucination-inducing active gaze attack. It could be called "psychedelic eye". (SAVEBREAK, NEW TILE)
- #2641: Sharply cut the frequency of lizards spawning (possibly even lower than 1/7), and possibly remove the special case that makes them always leave a corpse. This is because a player will usually accumulate enough of their corpses to be easily safe from any delayed stoning effect for the whole game. This won't much affect reverse genociding them, if the player really wants a lizard corpse.
- Also, possibly elevate their monster difficulty to something higher than 6; not because they are that difficult, but to make them appear only later on in the dungeon.
- #2643: As a reference to the game Centipede, if you hit a centipede (only with a slashing weapon?) and it still has over 50% health, it has a small chance of splitting into two centipedes. Both monsters are flagged or cancelled so that they cannot split further.
- #2646: One of the Wizard's harassments is to make the Amulet heavier. This either lasts until the next harassment triggers, or is permanent but the total amount of weight added to the amulet has some sort of cap on it. This is interesting primarily because it targets carry cap, which is a valuable end-game resource.
- #2656: Livelog when you fall unusually far down a shaft (4+ levels, a "very deep" fall).
- #2657: When a light explodes, it permanently lights the terrain in a small radius centered on it. Black lights might only light in a radius of 1, or just its own space.
- #2668: When a silver item would randomly generate within Gehennom, try to reroll its materials (possibly multiple times) so that it's less likely to be silver. This is because the inhabitants of Gehennom would likely have tried to get rid of all the local silver. Additionally, demons should never receive silver items in their starting inventory.
- #2671: All angelic creatures should be immune to death rays.
- #2686: Some Yendorian Army monsters, particularly soldiers, are eligible to receive bows and crossbows as starting weapons.
- #2701: Spell of foresight, a high-level divination spell that gives you a short amount of a temporary buff which gives monsters a massive to-hit penalty against you, possibly giving yourself to-hit bonuses as well. It also gives you automatic searching; searching while you have the foresight buff active is guaranteed to find traps. (SAVEBREAK, NEW PROPERTY, NEW TILE)
- #2702: Kicking a tree may summon a couple angry ravens (replacing the bee effect).
- #2703: Collect a bunch of Evil Patch Ideas and turn them into scary false rumors.
- #2704: At Skilled or above, the spell of wizard lock can be targeted at any point (that you can see) in a radius. It doesn't shoot a beam, and you don't need to be in line with the thing you want to lock.
- Possibly, at Expert, it locks everything within the radius, but this is not good unless you have the ability to choose whether you want this effect to be cast or not.
- #2705: Triggering an anti-magic field, in addition to draining some of your energy, removes any magical buffs or debuffs applied to you, similar to how cancellation works as described in #2673.
- #2707: Prevent items from generating on top of the pits and holes in Sokoban.
- #2709: When a door is hitten by an opening beam, it actually opens, rather than becoming unlocked. Also, any doors adjacent to it will also be opened (for the "double doors" that appear in some special levels).
- #2719: All major demons are automatically aware of all traps in Gehennom, so they won't walk into them and trigger them.
- #2723: Add another set of outcomes to interacting with a foocubus: raising your Charisma by one point if a good outcome, or subtracting a few points if a bad outcome.
- #2726: Player monsters on the Astral Plane can be named after people on the top ten list (note that they don't all have to be; some can use the same names they have now). Possibly, pick a different name if a player monster would be generated with the player's own name, in order to avoid problems on single-user installs where everyone on the top ten list could have the same name as the player. Then again, that could be cool.
- #2731: In addition to the "x" and "X" characters being suitable for engraving, you can also engrave other basic shapes: "o", "O", "l" (lowercase L), "I" (capital i). Possibly also "-", "|", "/", "".
- #2735: Only one hobbit per game will be generated with an elven mithril-coat. Once one generates, no other one will generate. (SAVEBREAK) this should be named something like g.frodo
- #2737: Magpies, a bird (gray?) that has a stealing attack; unlike monkeys, the stealing attack is limited to shiny objects (possibly based on their material) that are under a certain weight. Under that rule, rings, gems, and amulets are common targets of theirs. They probably have a rather fast speed, too. (SAVEBREAK)
- #2742: Lawfuls get an alignment penalty for writing graffiti with a marker, even if it's Elbereth or something else useful.
- dnh's engagement ring idea, which blocks seduction if worn. there should be a message for that though
- #2750: Give iron balls a fairly large to-hit penalty, because they are so heavy that they must be pretty unwieldy.
- #2752: If you have a scroll of remove curse in your open inventory and you get hit with a curse items effect, the scroll occasionally intercepts the curse like Magicbane does, but it gets destroyed in the process.
- #2761: The chance of a foocubus getting a severe headache after an encounter is elevated if you refuse to pay it, underpay it, or have no gold with which to pay it. (Refusing to pay should probably not be random and automatic anymore, it should ask if you want to pay instead.)
- #2764: Objects flying through the air do not interact with a mimic that is currently mimicking something; they just pass through as if it weren't there.
- #2770: If you walk over a banana while fumbling, you slip on it, making a lot of noise and destroying the banana. (This only happens if the banana is the top item on the square).
- #2783: Rust monsters have a one-way grudge against iron golems.
- #2786: Handling a cursed glob of green slime (picking it up, throwing it, etc) without gloves makes it start to slime you, using itself up in the process.
- #2788: Applying a cursed bag of tricks may make it bite you rather than releasing a monster, making you drop the bag. This does not use a charge.
- #2790: Firefly, a bright green a monster that is a light source, but a variable one. It ranges from being totally unlit to emitting light in a radius of 3 for a brief time. Is poisonous to eat, and with very low nutrition; has a mild bite attack. Tends to spawn in dark areas. Internally, the deciding factor when a firefly should light up should probably use its mspec_used variable, which enables them to light up again when it hits 0. Also, cancelling a firefly should prevent it from lighting. (SAVEBREAK: NEW MONSTER)
- #2799: Getting hit in the head by a gush of water from a rust trap, or being immersed in water, immediately removes any cream pie on your face.
- #2800: Famine's attack gives you some amount of temporary intrinsic hunger in addition to the direct damage to your nutrition it already does.
- #2804: Fire and frost horns, rather than shooting a bouncable ray of fire or cold, cause a powerful area fire or frost effect centered on you. The intensity diminishes the farther away from you it gets, but it hits every single creature in its fairly large radius (except you).
- This effect could also freeze water and lava or evaporate pools in the radius of effect as well.
- Animation support for radius>1 explosions now exists, though not the actual explode code yet.
- #2813: Address the spell of magic missile being overpowered for such a low-cost spell by scaling its number of dice on skill level rather than experience level. Make it scale on powers of 2: 1d6 at Unskilled, 2d6 at Basic, 4d6 at Skilled and 8d6 at Expert, which has the same respectable maximum as the linear system.
- #2825: Crossbows deal more damage than bows, but the multishot bonus is lower because they are slower to reload.
- Note a similar implementation in dNetHack, where crossbows always only shoot one bolt but the multishot amount multiplies the damage of that bolt.
- #2826: If you are sufficiently skilled at a ranged weapon you are using (perhaps only Expert), you can shoot at non-tame monsters behind your pets and the ranged attack will pass by your pets without hitting them. (If there is no apparent non-tame monster behind the pets, it could either be assumed that you're trying to hit the pets so the attack would hit them, or more generously it would just continue to pass through them.)
- #2829: It is impossible to multishoot anything when you are fumbling or have slippery fingers.
- #2830: Delicatessens buy and sell tin openers, though they may not actually generate with any (it would internally appear on the list of the shop's wares, but with 0 frequency).
- Mariliths (all demons?) grudge animal monsters if they're standing in an abbatoir
- Electric explosions should have an EXPL_ELEC type (and shocking spheres / wands of lightning should use it), but this will require adding new tiles for it (SAVEBREAK, NEW TILES)
- Rock trolls are stoning resistant.
- #2865: Magicbane's usual special effects don't happen when a disenchanter is being hit by it.
- #2876: The material of the weapon used to force the lock affects the result, if it's used to pry rather than bash:
- Iron and metal behave as normal.
- Mithril is stronger than iron, and breaks less.
- Copper is slightly weaker than iron, and breaks a little more often.
- Softer metals, such as silver and gold, break often but tend to bend. A "bent" weapon doesn't actually become bent internally; it just loses a lot of enchantment.
- Wood is about as good as copper.
- Glass almost always breaks, and can break even if used to bash open a lock.
- #2877: Giants (including player) don't get stuck in pits. They can step out without wasting any time on the space.
- When a smoky potion shatters, create a big non-poisonous zero-damage gas cloud on its space.
- #2880: Rangers get an alignment penalty for destroying (cutting down, burning, etc) trees.
- #2906: Track the amount of Luck increase you have had from a unicorn. If you steal gems from such a unicorn or kill a unicorn you have gotten Luck from, immediately revert that Luck increase. (SAVEBREAK)
- #2854: When a monster and a gas cloud are on the same space, and you are adjacent to that space and non-blind, the game should render the monster rather than the cloud.
- #2855: Giants occasionally generate with a rusty or very rusty two-handed sword or battle-axe, rather than a boulder to throw.
- #2861: Make gelatinous cubes and quivering blobs amorphous, allowing them to pass through terrain like iron bars (however, gelatinous cubes should probably be blocked from squeezing underneath doors; perhaps add a size-based rule for this).
- #2923: Amorphous monsters that are huge or gigantic cannot squeeze under doors, or through iron bars.
- Or, gelcubes squeezing through iron bars should melt them if they're diggable, due to being acidic.
- #2791: When amorphous creatures pass through iron bars, they leave any items they are carrying embedded in the bars. Possibly, small items (as determined by weight) may still able to pass through, subject to a random chance.
- Leprechaun says "They're after me lucky charms!" when hallucinating and chatted to
- #2892: To nerf the strategy of dropping the Amulet to cast spells, but not to the point of UnNetHack's teleporting it anywhere on the level, it teleports randomly within a fixed radius every time it's dropped. (Possibly on the Astral Plane it always teleports away from the nearest high altar, so you can't use it to jump ahead.) Proposed radius is 3.
- Nerf identify to 1/3/5 items
- #2897: As a prayer boon, when you have a certain amount of unidentified objects in your inventory, your god can grant you identification as a prayer boon. This might have issues since it makes identify farming, but it's worth trying.
- #2898: One of the random throne effects is to tame monsters that can see you nearby ("You feel very authoritative."). However, monsters that normally generate in throne rooms are immune to this effect.
- #2901: Watchmen don't yell at you to stop picking a lock if you're using a key and therefore not picking the lock.
- #2902: Polymorphing into any Tiny monster, or a Small non-humanoid monster, allows you to get free of any iron chain around your ankle even if your new form still has legs.
- #2928: Potion of regeneration. Grants some medium duration (maybe fifty to a hundred turns) of temporary intrinsic hungerless regeneration. Uses the same messages as regen ring. Can be brewed using healing potions, perhaps, but should be fairly rare in terms of random generation. (SAVEBREAK, NEW TILE)
- #2931: If you are on a staircase/ladder (maybe a magic portal), your pets will always try to approach you (using the appr = 1 code path in dog_goal). Maybe, to make it a little less obvious have pets approach you (with a less than 100% chance) if you are merely near the stairs, with a diminishing chance of intervening to set appr = 1 the farther away you are.
- #2937: Juiblex has a passive acid attack, and a passive acid explosion attack (AT_BOOM AD_ACID, which triggers on death).
- #2949: Monster generation in the Mines automatically selects a G monster on 1/6 or 1/8 of all spawns. It's odd that the branch's lawful bias means that dwarves tend to appear over time, but not gnomes.
- #2950: Shopkeepers offer a lower sell price for a diluted potion, though they still sell the potion at full price. (Flexible on this if the cost basis math has to apply to both.)
- #2956: When generating corridors in the Dungeons of Doom, make corridor-drawing follow established corridor paths when possible instead of allowing long parallel double-wide corridors to be carved, because these are ugly.
- A possible algorithm is to build the proposed corridor without editing the map, then identify all squares where the proposed corridor intersects with or is adjacent to existing ones, then pathfind to see which successive pairs of intersections are not already reachable, then only connect those pairs of intersections along the proposed path.
- Another possibility is to let the corridors generate normally, and then do a postprocessing cleanup step, where all "unnecessary" corridor spaces are removed one by one until there are no more. An unnecessary space is defined as a CORR space where for each pair of orthogonally adjacent CORR spaces to it, the common corner of those orthogonally adjacent CORR spaces is itself a CORR. Though this may still produce some odd dead-end corridors.
- #2964: The "Take out what?" container menu (and "Pick up what?" really anything that can add stuff to invent) prints how many inventory slots you have available.
- #2966: Archeologists should be able to gain at least Basic skill in axe.
- #2972: Thrown sleeping potions should knock a non-sleep-resistant target out for more than only 0-1 turns.
- #2977: Zapping a wand requires touching it, so unless you are wearing gloves, this causes you to incur any effects, such as silver damage, from handling something of its material. Conversely, monsters usually won't use a wand that will hurt them (unless they're wearing gloves), and will incur material effects if they do.
- evilhack/sporkhack increase minion altar conversion chance (maybe tweak formula) (69aa782)
- #2983: Zapping a wand of probing at a wall point-blank will inform you if there is any open space (walkable terrain, ignoring monsters/objects) between you and the edge of the screen in that direction. This can be used to find vaults and closets.
- #2995: The higher your encumbrance level is, the more damage you take by falling down the stairs.
- #2997: When a cursed unicorn horn makes you nauseous and about to start vomiting, print a message "You feel nauseous."
- #3002: Inhaling vapors from a potion of gain level produces a message like "You smell/feel like you've done some hard work" or "You smell elbow grease" (perhaps if hallucinating), granting you 10% of the experience points needed to advance to the next level. Monsters may be similarly affected. Note that the 10% is calculated just based on the level thresholds and your own experience points don't matter (only your current level). If you are level 5, with level 5 reached at 120 points and level 6 reached at 200 points, you will always get 10% of (200-120) = 8 points.
- #3005: The travel command should select a magic portal, if one exists, before any other trap when the user is at the prompt to pick a destination and presses ^.
- #3014: If blessed, the scroll of magic mapping reveals the vibrating square.
- #3022: Add a random fountain effect that heals you for a small amount. Magic fountains may heal you for a larger amount (if you are below full HP) and become nonmagic in the process with the standard "wisp of vapor" message.
- #3023: Occasionally when a monster decides to use a teleportation wand as a defensive item, and the level is not non-teleport, and you are lined up, it decides to zap you instead of itself.
- #3047: Deliberately dipping a bag into water wets all of its contents with no random chance of failing.
- #3049: Assuming a monster intrinsics implementation: When a gremlin steals an intrinsic, it gains that intrinsic (if monsters having that intrinsic is coded). HIGH priority, this should be easy
- #3059: When you drop a wand of striking while levitating, it should "strike" the floor rather than the usual "hit" the floor.
- #3060: Playing a cursed tonal instrument accepts your input sequence of notes, but then may print "Your finger slips. You play 'XXXXX' instead". This is either a random sequence of notes, or a sequence which is mostly the same as your intention but with one or two notes shifted slightly.
- #3063: Lizards and cockatrices/chickatrices should grudge each other.
- #3075: New magic beam trap, which fires a magic beam (probably implemented as a magic missile ray, or possibly a random ray type) from a fixed point several squares away in one of the eight directions towards the trap square. Internally, the fixed point is stored in the trap's launch coordinates, and the ray type should probably be stored as the appropriate wand type in launch_otyp.(SAVEBREAK, NEW TILE)
- EvilHack has this.
- #3083: Give soldiers (only those, not the higher ranks) javelins as a ranged weapon occasionally, in order to increase the availability of javelins in the game.
- #3086: Whenever a fire attack "partially vaporizes" a water-based creature such as an elemental, there is a chance a steam vortex will be spawned adjacent to it.
- #3090: In special rooms with zoo-like generation, generate the monsters with MM_NOGRP to suppress group generation. This prevents a group from being one of the last things to spawn into the room and overflow into nearby spaces outside of it.
- #3091: Increase the armor delay for mummy wrappings to several turns, because unlike most cloaks you can't just fasten it quickly.
- The Oracle should in major consultations or as a service give information on which demon lord has a wand of wishing. (She should not identify all three. Maybe two with different consultations.)
- #3092: Give giant mimics an engulf digest attack; they're certainly large enough to swallow you in one gulp.
- #3102: Scale the damage from an anti-magic field to your maximum HP, or possibly by your experience level, rather than a few d4s that are usually meaningless to any character with a few levels. Or have it be based on Pw max where more Pw max means more damage. Possibly (maxPw/20 + 1)d4?
- #3107: A small fraction of Kops should generate with bananas, for slipping on.
- #3135: Giants can catch moving boulders (whether rolling along the ground or thrown), putting it directly into their inventory.
- #3137: When you would shatter an enemy's weapon with a two-handed weapon, and the enemy's weapon is a bow, replace the shattering message with one about cutting/snapping the bow string. When you hit with a two-handed weapon and shatter your enemy's weapon, if the broken weapon is made out of something non-brittle such as metal, change the message to "Foo's weapon is sundered from the force of your blow!".
- #3146: Add a new monster spell "grease" which inflicts you with slippery fingers.
- #1125: Magic missiles, and possibly other rays, stop at the first creature they hit and don't continue to other creatures behind it. Possibly this should only happen on the first magic-resistant creature and "the missiles bounce off" (they clearly aren't bouncing off in the same exact direction they were traveling before hitting the target, and the message implies they scatter harmlessly).
- #3168: When opening a tin with a tin opener, the beatitude of the tin opener is added to the tin similar to how markers and scrolls work (e.g. a blessed tin opener opening an uncursed tin will treat it like a blessed tin).
- #3175: A monster spell 'curse weapon' or 'curse equipment', a clerical spell that is a weaker version of curse items: it only curses one item, but selects from among worn and wielded objects. If the target isn't wearing or wielding anything, it will target one piece of equippable gear from their inventory, or failing that a random item.
- #3179: Stethoscopes should be made of plastic and colored black, not iron and colored cyan.
- #3180: When a monster has multiple spears, it considers them as ranged weapons and will throw them. When it only has one left, it stops considering them as a ranged weapon and will only use it in melee.
- #3187: Wishing for "identification" gives you a full inventory identification.
- #3188: Everything in wizkit.txt that the player gets in a wizard mode game is automatically identified at the game start.
- #3204: If you are wearing kicking boots, you can kick even when your legs are wounded.
- #3205: Vampire bats that are actually transformed vampires treat their bite attack as if it drains life (as with a regular vampire's bite) rather than dealing physical damage.
- #3208: Eating a eucalyptus leaf always produces the message "You're having a hard time getting it down" regardless of how satiated you are. And should probably always taste terrible.
- #1094: Ice boxes occasionally contain potions of booze or fruit juice in addition to corpses. 1% of ice boxes, and they contain d3 of either type of potion (possibly both).
- #3235: You can apply a wielded war hammer to smash a door down. If the hammer is an artifact, it gets a bonus to the speed or success rate.
- Wax candles sometimes generate in beehives.
- #3262: Some way to make riding effective in the endgame (mainly addressing the problem that no steed can wear an amulet of reflection and usually dies to too much HP damage from ray attacks). Have the player's reflection extend to their steed similar to how magic resistance does.
- #3264: Deathly illness should produce warning messages at various points as it ticks down towards fatality, similar to how most other timed instadeaths work. This would, among other benefits, allow players to set those messages as MSGTYPE=stop.
- #3269: Elves sometimes carry lembas wafers, dwarves carry cram rations, and orcs carry tripe rations, with suitably low probability. Also decrease the random probability of tripe somewhat.
- #3270: All food generated in Gehennom (including both food generated with the level and after creation time, and corpses) is rotten. (perhaps it can use oeroded?)
- #3275: Remove the ability of non-blessed stethoscopes to tell you information about undead, so that only a blessed one will work on them. The message for trying to apply it to them is "Foo doesn't seem to have any vital signs."
- dnh blessed gold deals extra "holy" damage to undead and demons (but not +1d20 though, that's dnh-bonkers)
- #773: Hallucination should prevent against all death magic, including death rays, using the "near death experience" logic. Not just the touch of death. (Even with 3.7 change to death magic; it should prevent that.)
- #777: Figurine probabilities change: blessed 90/10/0 tame/peaceful/hostile, uncursed 80/15/5, cursed 0/20/80. Because an uncursed figurine should still be pretty likely for summoning an ally; as they are now they're usually just polyfodder.
- #968: You get petrified when you faint or otherwise fall asleep while wielding a cockatrice corpse.
- #1024: Scrolls of remove curse never generate cursed, and resist becoming cursed (by curse items effects - dipping in unholy water could still work).
- #1048: Attempting to light a cursed lamp or candle may burn your finger, dealing a little bit of damage: "Ouch! You burnt your finger!" (No damage if you are fire resistant).
- #1273: Potions of sickness induce vomiting, whether or not you are poison resistant, which can be used in a pinch to cure food poisoning or overeating.
- #1342: Make rings not explode from shock damage. Only wands can explode.
- #1510: Monsters will grudge another monster wielding an artifact that is a bane of them.
- #1823: Not all vampires are capable of shapechanging. Some of them will remain in their ordinary form. A smaller fraction of vampire lords is the same.
- #1848: Wand of identify: a non-directional wand that will always identify one item when zapped. Rare. (SAVEBREAK, NEW TILE)
- #1894: Reading a scroll of confuse monster while confused confuses nearby monsters in a large radius akin to confused taming.
- #2032: Tinning kits are lighter, but generate with a small amount of charges rather than the large amount they currently have.
- splicehack marathon mode with configurable amount of HP. Non-scoring.
- #2069: Zapping an opening beam at a closed, unlocked door opens it. Casting knock at Skilled or Expert lets you unlock and open all at once.
- #2084: The player can learn but never cast spells that they are restricted in. (Infinite pw.)
- #2144: A very small percentage of closets have a random item generated in them, even if they aren't sealed off.
- #2148: Random piles of loot can sometimes generate buried in the floor or behind walls on spaces not adjoining any walkable spaces. Nearby engravings are generated to indicate that there is something in the vicinity. Archeologists get an alignment bonus for digging out these items (if this is feasible to implement).
- #2220: Rangers get an alignment bonus for catching a hostile monster in a player-set bear trap.
- #2417: When you get a wish from a water demon, it uses the cursed/unlucky wish logic because you're making a deal with a demon.
- #2590: Gnomes don't have any special cases to generate with daggers, or else they're much less likely to get daggers compared to their other possible starting weapons. And if they do start with daggers, they're much less likely to get stacks. This is to prevent the Mines from being an easy source of dozens and dozens of daggers.
- EvilHack addition to passivemm that makes the Oracle respond to getting attacked by other monsters.
- #2653: When a disenchanter hits you, it may drain charges from your wands instead of your armor.
- #2689: A tinning kit's weight is dependent on how many charges it has left, getting lighter as it is used to tin things. This can be done with a simple addition to weight() and a recalculation (and carrycap recalculation) after a corpse is tinned. Possible weight is 30 + 1 per charge (so a fully stocked x:99 kit is 129 weight, heavier than the current 100).
- #2697: Queen bees, being heavier and not flying often, should have a lower speed, at least as low as killer bees. They should perhaps get more attacks to compensate.
- as it stands, speed is one of the only assets a queen bee has to make them more challenging than regular bees. also see yani about queen bees laying eggs
- #2757: When you switch from a one-handed to a two-handed weapon and you are wearing a shield, you are asked if you want to remove the shield, and if you say yes it is automatically unequipped (or attempted to, it might be cursed) before wielding the new weapon.
- not of particular interest personally but is worth all-important Player Political Capital (tm)
- #2765: Give all mimics acid resistance, because they have that in D&D.
- #2775: If teleportation fails because there is a trap or monster on the destination square, and there is an adjacent free square, you get placed on that square, possibly with a message explaining why you didn't end up exactly where you wanted.
- fourk get xp for finishing sokoban without cheating
- prepare for complaints about having to cheat because of reasons beyond control, or just typos. could award partial xp for cheating only a few times
- #2867: An artifact mummy wrapping that provides curse resistance when worn. (SAVEBREAK)
- #2871: A force bolt beam stops at the first monster or boulder it hits. Breakable items in the path of the beam do not impede it, though.
- #2915: Non-chaotic Priests get punished for having demon pets. The penalty is applied upon taming it and periodically from being on the same level as it, so that you can avoid penalties by abandoning it somewhere. (Internally, it should be applied when a tame demon moves; this means if you have multiple demon pets, the penalties stack up faster.)
- #2965: Add another variable to the eshk shopkeeper struct, which tracks how much they dislike you. If you break their door or rob them, they'll continue to dislike you even after you compensate them. A shopkeeper who dislikes you strongly will inflate their prices. It may be possible to get them to stop disliking you by buying lots of things from them, but probably not. (SAVEBREAK)
- #3010: Putting a wand of cancellation into a bag of holding does not blow up the bag at all; it cancels the wand (as in NetHack4) and additionally "cancels" the bag by turning it into an uncursed sack (which does not normally happen when zapping magical bags with cancellation). "The [wand] violently twitches as you put it into the [bag], then calms."
- Not specified whether putting in a bag of tricks or second bag of holding would also have this effect, or whether it would still blow up the bag. For xNetHack, probably these will still blow up the bag, which after all preserves most contents.
- #3037: An artifact wand of nothing or wand of cancellation which has no special powers other than that it will absorb curses like Magicbane. (SAVEBREAK, NEW ARTIFACT)
- #3077: Extend the warning scale up to level 9 (and possibly down to level 0) to offer more granular information on warning threats. However, provide an option to keep the scale at its old 1-5 for players who want to assign monsters to the 6 through 9 glyphs. (NEW TILE)
- Not sure about levels 6-9, given that people like to assign monster symbols to these. However, level 0 is widely desired.
- #3078: When attacking certain amorphous monsters (could be just puddings and gelatinous cubes, but also maybe jellies and other blobs) in melee, it is possible for your weapon to get stuck in the monster, yanking it out of your possession and putting it in the monster's inventory. Unless, of course, the weapon is cursed. Projectiles that hit the monster should also behave this way.
- #3115: Track the amount of time the player has spent on a given dungeon level. As it increases, random monster spawns gradually get less frequent (unless you have the demigod flag set, which overrules this) and more difficult, starting at one or two thousand turns spent on the level.
- #3120: Having multiple sources of polymorph control reduces the chance of the controlled polymorph reverting you to your original form by 80% for each source. Thus, wearing one ring of polymorph control produces a 20% chance (as it does currently), and wearing two rings produces a 4% chance.
- #3125: When a foocubus is affected by conflict, it will only rarely (10%?) attempt to seduce the player, instead just hitting them in melee normally.
- #3124: When you hallucinate, you see phantom enemies that aren't really there. They may or may not appear to move, but don't actually exist and will disappear if interacted with.
- One way to do this could be to make invisible I monster symbols affected by hallucination, and randomly place them around the player when they hallucinate.
- This is probably kind of like dnh madness / paranoia
- #3129: The rings of the Nazgul generate with names corresponding to 1 through 9 in Elvish (Black Speech would be better but doesn't have known words for most of the numbers). (saving here: Minya, Attea, Neldea, Cantea, Lempea, Enquea, Otsea, Toldea, Nertea)
- #3149: Grant an experience level or two for completing Sokoban without penalties (or with an acceptably small number of penalties). Also maybe a permanent +1 luck that never decays, like with a full moon. Possibly remove the rings and wands or the prize to compensate, since they make the branch effectively non-optional and it should be optional.
- if so, very unsure about removing other rewards. Possibly downgrade them to e.g. a random amulet.
- #3194: If you attempt to push a boulder onto a space where a pet is, it will automatically move out of the way if there is an available space to move to. If not, it stays there and the boulder can't be pushed. This may or may not cost the pet a move.
- #3192: Ring of criticality, a charged ring that has an (enchantment)% chance per hit of changing the result of the die roll for that hit into a critical hit that deals double damage (and will trigger effects such as Vorpal Blade decapitation). If negatively enchanted, it has the same chance of changing the die roll into a critical failure that deals zero or 1 damage. (SAVEBREAK, NEW ITEM)
- #3211: Ring of increase range, which makes all beams, rays, and projectiles you fire travel farther than normal. Possibly chargeable. (SAVEBREAK, NEW ITEM)
- #3207: If you directly steal from a shop, even if you pacify the shopkeeper afterwards, the word goes out and other shopkeepers may then charge you higher markups. (Even if you killed the shopkeeper, but not if you killed them without actually stealing anything - perhaps the Kops are sharing this information around).
- grunthack feature in which a death is formatted as e.g. "uruk-hai's orcish arrow" rather than just "orcish arrow"
- possible artifact "The Rod of Concealment" that takes the orb of detection's invoke-for-invis power. Is a wand of make invisible. (SAVEBREAK, NEW ARTIFACT)
- consider a version of fourk's bloated where it's still called Satiated, but it does have a slight speed penalty
- #1858: Assuming the game supports creating temporary regions of non-poisonous gas clouds: broken smoky potions make most of the surrounding terrain will be transformed into non-poisonous gas clouds.
- #2880: Rangers get an alignment penalty for destroying (cutting down, burning, etc) trees.
- #2892: To nerf the strategy of dropping the Amulet to cast spells, but not to the point of UnNetHack's teleporting it anywhere on the level, it teleports randomly within a fixed radius every time it's dropped. (Possibly on the Astral Plane it always teleports away from the nearest high altar, so you can't use it to jump ahead.)
- #2938: Eating royal jelly while polymorphed into a killer bee turns you into a queen bee.
- #3277: Projectiles of any sort that pass over a web space may stop there and drop on the space, getting "caught in the web".
- Tick Wizards' polearm skills down to unskilled.
- #3294: Show the number of available skill points in the #enhance menu.
- #3302: When faced with a pickup_burden prompt ("You have a little trouble lifting/removing a foo. Continue?") deliberately ignore space, forcing the user to enter y, n or q. These prompts commonly come when removing a lot of items from a bag or picking up many items, and the player is spacing through all of them.
- #3330: All quest artifacts, even coaligned ones, will evade your grasp if you have not yet finished the quest. This is because they refuse to be handled by someone who hasn't yet proven themselves.
- #3331: Copper items should generally be colored orange, not yellow, since copper is closer to orange than yellow. (Possibly an exception for explicitly brass items such as the brass lantern, but that might get confusing.)
- #3335: Prevent giants from accidentally moving on top of a boulder in Sokoban, which incurs a luck penalty. This is probably most easily done by only allowing them to move on top of an unpushable boulder by prefixing the move with m. Another possibility is just to prevent giants from stepping onto boulders in Sokoban at all, giving a message "The ceiling is too low for you to step over this boulder."
- the bit from #3336 about if you directly killed the quest leader, your own QA blasts you
- #3350: Certain high level spells require some minimum amount of skill in their school in order to be able to cast them at all. For instance, create familiar should be impossible to cast if you are not at least Basic in clerical spells, perhaps even Skilled, no matter what you do to improve your spellcasting odds.
- #3361: Fort Ludios has a constant level difficulty, of perhaps 20, not varying based on where the game internally decided to place its floating branch.
- #3415: When you're in an engulfer with a digestion attack, the digestion attack hits every turn regardless of the monster's actual speed. This is because most digesting engulfers are slow, and it takes way too long for their digestion to become actually threatening. I think this can be done pretty easily by giving uswallow NORMAL_SPEED
- #3420: Engraving with a wand of probing should produce the same "You probe beneath the floor" effect that you get when zapping probing at the floor, and should likewise automatically identify the wand.
- #1298: Give a YAFM if you would "sink like a rock" while currently turning to stone, or polymorphed into a stone monster (gargoyles, earth elemental, stone golem). if petrifying: "You sink like a rock, because you are becoming one." if a stone monster: "You sink like a rock, because you are one."
- #3430: Bump the weight of towels up to 5; they have a lot more cloth than a blindfold and should not weigh the same as one.
- #3433: Candy bars should be colored something besides brown, since there are already so many brown comestibles. The wrapper color could be anything really, but blue or bright blue might be a good choice since there is currently no food with that color.
- #3435: Hitting a statue trap with cancellation removes the trap, so that it is just a regular statue.
- #3437: When you throw a gem at a unicorn, it may vanish entirely, like a nurse does, instead of teleporting somewhere else on the level. This makes it unreliable to farm luck from them indefinitely and still have them around to kill later to get the horn and all the gems back. The chance of vanishing could even be based on the number of gems it is already carrying, so that it won't or is unlikely to vanish after throwing it a couple of gems but gets more likely after giving it lots of gems.
- #3439: Gehennom should have various ambient level sounds, less frequent than special room level sounds since there is more Gehennom area when the player will hear them. They could include screams, wails, tortured cries, sounds of evisceration, and evil chanting (and more).
- #3444: The Staff of Aesculapius should be made out of copper, since that is the antibacterial effective-against-disease material.
- #3446: Give a YAFM for attempting to apply a bullwhip towards an adjacent space containing a horse corpse: "Stop beating that dead horse!"
- #3462: Statues can generate made out of wax. If the player tries to apply a digging tool to a wax statue, "You hack the statue to pieces." and it drops several candles in addition to any contents. If the statue is hit by fire, it melts and drops any contents.
- #3466: As a potential Tsurugi of Muramasa buff, extend its bisection to Large monsters. Huge and Gigantic monsters still can't be bisected, but Large ones (a fairly numerous set of monsters) become vulnerable to its main special attack.
- #3467: Wizards shouldn't have a Skilled skill cap in polearms; they're not supposed to be great with martial weapons like that.
- #2826: If you are sufficiently skilled at a ranged weapon you are using (perhaps only Expert, possibly Skilled some of the time), you can shoot at non-tame monsters behind your pets and the ranged attack will pass through your pets' squares silently without hitting them. (If there is no apparent non-tame monster behind the pets, it could either be assumed that you're trying to hit the pets so the attack would hit them, or more generously it would just continue to pass through them.)
- #3480: Reading a noncursed scroll of amnesia while confused "clears your mind", which cures the confusion and sometimes gives you enlightenment.
- #3495: Detect food sources additionally detect potions of fruit juice, and possibly potions of booze.
- #3499: When selecting top-10 names from the high score list (for player monster statues, etc), continue looking down the list until 10 unique player names have been found, rather than choosing from the top 10 scorers. So if the top 10 scorers are cluttered up with the same player in multiple runs, there will still be some name diversity.
- #3536: Award some experience points when the hero discovers a trap door in a "Vlad was here" closet by searching for it (not by triggering it), because this demonstrates that they are learning that such closets contain trap doors.
- #3540: If there is a scroll of scare monster in a container, monsters will still open the container, but will not take any items out of it.
- #3547: If you kill a pet while on the Astral Plane (or the Plane of Air for that matter), you hear the rumble of "nearby" thunder, not "distant".
- #3554: Cancelled monsters have lower monster magic resistance.
- #3559: Wearing gauntlets of dexterity allows you to quick-draw a wand (zapping any wand in your inventory as a half action, similar to applying a stethoscope - it costs no time but can only be done once per action). Also, they allow you to use a container in inventory as a half action. For balance, you should probably only be able to do one half-action thing per turn. add rumor: "If you want to be the fastest draw in the west, you better wear gauntlets of dexterity."
- #3604: Scrolls of enchant armor should prompt the player to choose a piece of armor to enchant rather than picking randomly, since in nearly all cases they are used on a single specific piece of armor by removing all other armor anyway. It should also say "This is an enchant armor scroll." and auto-identify itself if not previously identified. (gebulmer PR exists for this against vanilla)
- #3652: Given that erinyes are a near-unique monster, they should be made far stronger than they currently are.
- #3659: You can apply an equipped small shield (or possibly other types of shields) to attack a monster with a shield bash. This could be treated either like a blunt weapon attack, or more likely as a special effect which has a chance of stunning the target. Stunning odds could be higher for either more martial-based roles, or could use a shield skill and scale with that.
- #3663: Any item can be dipped into a potion of levitation to permanently reduce its weight by 20%. This uses up the potion, and it will only affect the item's base weight, not the weight of any contents (i.e. a bag of holding thus dipped will weigh 12 + contents instead of 15 + contents). It will no longer stack with items that aren't weight-reduced. Cannot be wished for (since it would be only for wizard mode anyway). (SAVEBREAK)
- #3675: The blessed effect of the scroll of amnesia allows you to choose the skills (and spells?) you want to forget, which allows you to reskill more efficiently. [subject to reviewing if there's any consideration about making reskilling too easy with this]
- #3694: A reduced version of the Wands Balance Patch in which there is still a new wand-use skill, but not varying wand effects at different levels of skill (because the skill of the wielder shouldn't affect the magic in the wand). Instead, increased wand skill gives you higher accuracy (no more/much less missing Rodney with a death ray, for instance) and perhaps other perks such as being able to zap a wand once per turn as a bonus action, as with a stethoscope. (SAVEBREAK) [and also look at dnh wand skill implementation]
- #3697: Scrolls of scare monster that have the "already picked up once" flag set are given some descriptor that can clue players into which of two stacks has been picked up or has not. However, this is only shown when scare monster is identified, so it can't be used to trivially identify the scroll without letting one turn to dust.
- #3699: Your god has a set list of rewards, each of which is tied to some monster difficulty level. Some of these rewards are artifact gifts; others may be things like luck. You only get a gift when you sacrifice a monster of the requisite difficulty, and thereafter monsters of equal or lesser difficulty to that are ignored by the god for reward purposes (they may still be used for mollifying and decreasing prayer timeout). If you make a sacrifice that earns you multiple rewards at once, you either get them all at once or you get the biggest reward and the smaller ones on subsequent sacrifices. This would enable game developers to fix a number of artifact gifts (say, 3), by encoding that many rewards for them. This system might have problems in games with no deep usable altars where it is harder to get randomly generated difficult monsters. [possibly highest reward = god gives you choice of artifact (has to be one they would normally be able to grant you)]
- #3706: A random set of monsters, deterministic based on their ID number, will not throw a weapon that is usable for both melee and throwing (e.g. dagger, spear) if they have no other melee weapon. Probably over half of monsters should behave like this, but some monsters will indeed continue to throw their last dagger at you.
- #3711: Split the blinding and summoning functions of a magic trap. Both still deafen, but no longer blind the player and surround them with monsters at once.
- #3719: Randomly generated statues and figurines (and masks in variants that have them) should use a higher effective difficulty when choosing the associated monster species, because using low-level monsters is boring and typically useless to the hero. This should probably also apply to statue traps, since they are not very threatening at the moment.
- the thing from whichever variant where scrolls of id are just identified to everyone from game start. typically it doesn't take that long to identify it, and when it does it's just tedious
- dnethack throne room generation - adjusted monster difficulty range and attempts to make monsters of the same class as the king
- #3759: Because vomiting only costs 20 nutrition, which is a strangely fixed amount and not very much, make it instead cost a proportion (say half) of your current nutrition, with a minimum of 20 if half of your current nutrition is less than 20.
- #3764: Set the upper bound for the upper limit of nurse dancing at 3 times the amount of maximum HP you had when you first gained your current experience level (which is saved by the game in versions 3.6 and later), instead of having it be a flat 25 times your experience level. This is to remove the rubber-band effect where roles that naturally have less HP can mostly catch up to roles that have a lot of it.
- #3771: A bag of tricks occasionally spits out a candy bar instead of a monster (or perhaps along with / carried by a monster), but only on Halloween.
- #3775: Dying while turning to slime (but not dying BY turning to slime) leaves behind a large glob of green slime instead of a corpse in your bones file.
- #3785: The debug fuzzer, when it levelports, should pick a random level from the entire dungeon rather than using random levelportation logic, since this tends to lead to it bouncing around the upper levels of the Dungeons of Doom rather than actually going anywhere significant and into new branches. Or to make this a bit more configurable, there should be an additional iflag added that controls this levelporting behavior which can be enabled in a debugger similar to how iflags.debug_fuzzer is.
- amateurhour / qt idea that indestructible potions just go clunk for 1 damage when thrown or dropped
- #3799: The potion of water should always be identified from the start of the game, since "cursed/blessed clear potion" is annoying to read when it's obvious what the potion is.
- #3801: Shopkeepers remember when you have robbed their shop even after you pacify them, including in a bones file with a player of the same name who had robbed the shop. They treat former robbers as suspect, and enforce stricter rules on them and/or raise prices for them.
- #3802: Getting hit with acid can decrease Charisma.
- #3805: When a thrown potion of acid hits a creature, it may corrode some corrodable armor of that creature.
- the slashem thing where a lycanthropic (well, only werewolf) transformation automagically removes noncursed worn armor
- #3818: When you pass out after drinking booze and "awake with a headache", you lose 1 HP. If this kills you, your death is "killed by a hangover".
- #3820: Allow all lawful devils (or a random set of lawful devils) to accept a bribe when chatted to, not just Asmodeus and Baalzebub. They will not vanish completely, but they will turn peaceful.
- #3823: Temples are always lit up; never dark.
- #3836: Some ways to scale some spell effects with skill. Generally, this consists of nerfing unskilled and basic casting rather than adding even more powerful high-skill effects. [not everything straight from this, but it is a good starting point]
- Beam spells such as knock and wizard lock scale the range of their beam with skill, with only a few squares at Unskilled, up to 4 squares at Basic, up to 6 at Skilled.
- Light scales its radius with skill.
- Charm monster only pacifies 1 monster at Unskilled, and can only tame 1 monster at Basic, 3 at Skilled, no cap at Expert.
- unnethack blessed charging reveals the charges of the thing you just charged
- #3893: Stairs should show any annotation of the level they lead to. Probably not by default, instead when using the nearlook and/or farlook command. E.g. "There is a staircase down to level 2 (MUMAK BY THE STAIRS!!) here."
- #3899: Pet dragons that eat mimic corpses should turn into large piles of gold, consistent with the stated reason that pets tend to mimic things they are thinking about. [check if splice has implemented by then]
- #3903: Probing will reveal the contents of tins it hits (and mark the tins as identified so they stay revealed).
- #3938: Scale spellbook generation rates by level and dungeon depth, making lower-level books much more frequent higher in the dungeon, and higher-level books more frequent lower in it.
- implement a 'can't take movement actions but can do anything else' status, because the possibilities of such a thing are endless. (can this be done by just setting utrapped even if not in a trap? experiment)
- #3948: Non-weapon skill that has various effects on alchemy: make alchemical blasts less common (or zero at high skill), and increase the probability that mixing certain potions yields the right result.
- #3975: Statue traps generate monsters with a +5 difficulty modifier (though this might be too high). This is because a statue that surprisingly turns into a level-appropriate monster isn't usually very threatening.
- grass should die when death is zapped over it
- #4006: Unicorn horn skill should factor into, or even be the primary factor in, whether using a unicorn horn cures you of an affliction. [it should be a small factor]
- #4008: Getting lifesaved (for the first time, probably not subsequent times) gives you some experience points, because now you have experienced what death is like.
- #4010: Occasionally, if a Mines filler level generates where there is a sufficiently large space of empty stone, a little separate walled-off area may generate disconnected from the main map, containing a few gnomes and dwarves, and some more gems and gold, possibly in a chest. This area won't get the stairs generated in it, and should probably contain a hole so that a randomly teleporting player won't get stuck there (other types of escape items could get picked up by the gnomes and dwarves).
- the unnethack thing where jumping boots auto id when worn
- #4033: YAFM when hallucinating and you would hear one of the "sink on the level" noises: "You have a sinking feeling", or "You hear something that gives you a sinking feeling". [easy, msg is a bit clunky]
- #4034: Give Thoth Amon sleep resistance or higher monster MR, because right now it's too easy to just zap him with sleep and finish him off trivially.
- #4038: Change the Master Key of Thievery's invoke power, since it already gives you guaranteed untrapping passively. The new invoke power is to magic map a moderate radius around you (maybe 10) and then teleport you (which will be controlled because the Key gives you teleport control), but you must pick a space within the mapped radius to teleport to. [rogue quest redesign is too long to wait for this]
- #4039: If you pray while there are hostile monsters near you, your god may decide to answer the prayer by frying all the monsters around you with lightning (sparing pets and peacefuls). This would work best when there are a bunch of hostiles right near you but none a medium distance away. Possibly it should be suppressed when your HP is low, but then again restoring your health while leaving you surrounded by monsters often doesn't give you high odds of surviving. The hero is not credited with killing the monsters, and gains no experience or penalties.
- #4072: Bags of holding should cost 500 zorkmids; this makes them trivially price-identifiable, but it's not hard to identify one in a shop anyways.
- #4078: Cornuthaums give a lesser reduced-hunger casting benefit to non-Wizards who wear them. They also improve reduced-hunger casting for Wizards.
- #4099: Pets should not attack coaligned priests.
- #4101: Shop-owned items with positive enchantment (but not negative) have the enchantment identified, since the shopkeeper is, after all, trying to get you to buy them.
- monster lookup should show permonst alignment
- #4109: Hitting an earth elemental with a stone to flesh spell currently has no interaction, which is odd. It should cut the elemental's HP and max HP and drops some meatballs, but only actually kills the elemental (and turns it into a pile of meatballs) if this would bring its HP to zero.
- #4112: Add a minetown variant called "Wine Town". It would largely follow the regular Minetown precedents of having the Watch, a temple, a (high probability of a) general store, but would also have at least 2 potion stores, a couple random potions of booze lying around, and a large "drinking hall" room.
- #4120: When someone gets out of a bear trap (or is killed while in it), it removes the trap and drops a beartrap item on the ground.
- #4127: Make the Plane of Fire more interesting by:
- Getting rid of the fire traps (which mostly serve to provide lots of message spam).
- Making the entire plane constantly deal damage if you aren't extrinsically immune to fire, more if you lack both extrinsic and intrinsic resistance. Being close to or over lava hurts you even more, and can deal damage even if you are immune or "like fire", possibly based on how many of the 9 squares immediately are you are lava.
- Lava can erupt randomly from lava, which does major damage for levitating over it.
- Ensure the portal cannot spawn right next to the arrival location.
- #4287: On the Plane of Fire, run a rudimentary cellular automaton to make the lava slosh around, with a couple rules like "won't encroach on radius 1 or 2 from the portal" and "there should be no net gain or loss of lava across the whole level". It being static and the same every time except for the portal location is rather boring.
- #4052: MKoT prevents doors from resisting when it's carried.
- #4053: Giant spiders currently just use the generic encyclopedia entry for all spiders. It should be replaced with a quote from The Hobbit or Lord of the Rings (or Harry Potter and the Chamber of Secrets) which involve actual giant spiders.
- YAFM when a sasquatch is blinded by a camera flash: "Unfortunately, the picture's probably going to come out blurry."
- #4140: Make alchemy recipes randomized per-game and consistent with a game, with a matrix: [elaboration in YANI]
- #4141: If you attempt to move into a ghost's space (either if it's invisible and unseen by you, or by m-moving, not by moving normally towards it when you know something's there which would still be an attack), you successfully move there, displace the ghost to an adjacent space, and take some damage from creepily passing through a ghost.
- #4156: When you complete the Quest and get recognition from your leader, you get 5-10 points of Charisma, because now you have a great reputation as a hero. [reduce to 1-2]
- #4177: Create a new stat to track the maximum level a player has ever reached, named "u.ulevelpeak", and use it when computing the difficulty monsters should generate at, so that the player has no incentive to drain levels from themself to get easier monsters. ulevelpeak is used rather than the existing ulevelmax because ulevelmax represents the highest level it is possible for the player to return to via restore ability, and shrinks when doing things such as quaffing blessed full healing to restore lost levels and losing levels when polymorphing into one's own race, so it's unsuitable for the monster generation purpose.
- #4178: Keep a counter on each shopkeeper representing the number of times a pet has picked up a shop-owned item in their shop (or a shop-owned item inside containers they are carrying). Every time this increments, use it as an increasing chance that the shopkeeper will become aggressive towards pets picking up their wares, with messages like "Kabalebo shouts "Hey! Drop that!" at Fluffy. Fluffy drops [item]." Once they are past that point, you can't use pets to take their items anymore. The point on the counter at which the shopkeeper stops playing nice should be roughly some fraction of the area of the shop, to strike a balance between large shopkeepers being more lenient and not allowing you to clean out all the tiny shops in Minetown. A rumor could be added for this: "They say that mom-and-pop stores have lower tolerance for thieves." Unspecified whether the counter should increment when a non-pet picks up an item in the shop. Probably not, since this is a fairly rare case.
- #4185: Wielded wood and plastic weapons (and possibly glass) block passive shock attacks, since they are non-conductive. Plastic could block 100% of the time and other materials less so, mainly to give a fringe benefit to a material that's normally pretty underpowered. The passive attack only gets blocked if you actually used the weapon to make your attack: if you're polymorphed into something with a weapon attack and a bite attack, for instance, the bite will still subject you to the passive shock.
- when a nurse disappears outright, give a message: "The nurse consults his/her [something], then vanishes."
- #4227: Eating healthy foods (fruits, vegetables, royal jelly?) should exercise Constitution, and eating unhealthy foods (candy bar, cream pie, etc) should abuse it.
- #4255: Gifts from your god (including gifts not from sacrifice, such as spellbooks) should have their blessedness identified, since your god is very explicitly blessing them.
- #4259: Occasionally when fighting in melee with a weapon you are Expert in, not twoweaponing, and there is no special artifact effect already in play, you get some special benefit of that weapon type. ( Ideas:
-
- Some of the longer swords allow parrying monsters' attacks.
-
- Mace or flail or morning star could stun or confuse targets
-
- Stiletto gives you automatic counterattacks sometimes.
-
- Spears can skewer through an enemy and hit another one directly behind it.
- #4264: Fortune cookies will occasionally generate in gold vaults, containing money-based rumors.
- #4269: If you have telepathy, you should hear the quest leader's telepathic summons message more clearly than its current garbled state (perhaps "m..ic transporter"), and if you have extrinsic telepathy, you should hear it with perfect clarity.
- #4272: Add a throne effect which either copies the confused noncursed effect of a scroll of taming, or mass-tames monsters in the current room. Either of these gives the player an incentive to sit on the throne without killing everything in the room first.
- #4278: When wielding Sting, you should be able to untrap adjacent webs and monsters stuck in those webs with 100% success.
- #4290: New room-joining algorithm for regular Dungeons levels and levels which use des.random_corridors:
-
- Pick one random room and consider this room to be "the set of connected rooms".
-
- Repeat the following until every room is in the set of connected rooms:
-
- Pick 2 random rooms, one from the set of connected rooms and one from the set of not-yet-connected rooms, and pick a random point in each room.
-
- Draw a straight line between those two points. Route the line around intervening rooms if necessary.
-
- If the line intersects with an existing corridor, dig only the part of the line from that intersection up to the unconnected room. Otherwise, dig the whole line out.
-
- Identify the points where the line crosses the outer walls of the rooms, and make doors. If it enters or exits at a corner, shift it to an adjacent wall space.
-
- Add the unconnected room to the set of connected rooms.
- need to play around with this
- #4291: Add "royal blue" as one of the randomized potion descriptions, for two reasons: 1) so that the monarch of a throne room can be given a royal blue potion as a pun, 2) so that there can be a potion that uses the "blue" color, which currently none do. Replace the "murky" potion desc with this
- #4304: The scroll of gold detection, if read when confused (and cursed, possibly), detects silver items instead of gold pieces. It's probably desirable to keep the existing effect of trap detection in some form, so it's a bit tricky to decide exactly which combinations of cursed and confused should keep that and which should detect silver.
- Strongly consider making this the new confused effect and removing level-wide trap detection entirely (less important in xnh since portals are visible)
- #4322: If you are illiterate and receive some mail, the mail daemon will offer to read it to you.
- #4323: When a leprechaun teleports after taking gold so they can bury it, if there is a leprechaun hall on the level, they will always pick a random unoccupied space in that room to teleport to. (If no space is unoccupied, they will teleport randomly as normal.)
- #4325: Buff the axe, because its damage is fairly low for its weight, by: Treat the axe as a normal wood-chopping axe, and reduce its weight.
- #4340: Cavemen have a lot of experience traversing tight spaces in caves, and thus are always able to squeeze through a diagonal space (except possibly in Sokoban). Alternatively, they are able to squeeze through diagonal spaces while carrying much more weight than other roles.
- #4376: Shock resistance (possibly only extrinsic shock resistance) prevents you from being paralyzed by a ghost's sudden appearance even if you lack free action, because you are resistant to being (emotionally) shocked by things.
- #4383: Shopkeepers value empty wands at 0 and will not buy them.
- #4387: Vampires shifted into some other form should appear on warning as their true difficulty, rather than the difficulty of their current form. Attentive players are then rewarded for noticing that a wolf or fog cloud is an unusual difficulty 4.
- #4388: The Amulet of Yendor (and fakes) should have some bright, noticeable color that is not the same as the metal color used by every other amulet type.
- #4389: Rangers break wands on their knee rather than raising it high over their head, because that's what they're used to doing with firewood.
- #4406: If you are an elf, you can read runed wands. Tthe message should be something relatively inane, like "Made in [elvish sounding place]". QUICK&EASY
- #4409: Sitting on a saddle (on the floor) gives a YAFM if you have sufficient skill in riding rather than the standard "It's not very comfortable..." Q&E
- #4423: When running or traveling using the travel command, the hero should not stop to read any engravings or gravestones they happen to pass over. (Q&E, maybe even vanilla PR this)
- #4437: Artifact suit of armor (type is unspecified, perhaps a ring mail or chain mail) that is unaligned and operates like magic armor in the Legend of Zelda. When worn, it drains your gold at a constant rate, and when you take damage, you lose a somewhat randomized amount of gold, in exchange for partially or completely negating the damage. Gold is consumed at some rate higher than 1 per turn, and it is lost for damage at some rate higher than 1 per hit point. If you have no gold while wearing it, you become either very slow or very encumbered. Croesus may occasionally generate wearing this armor, along with some gold to supply it. Otherwise it generates like any unaligned artifact. (SAVEBREAK: NEW ARTIFACT)
- #4440: When a yellow light explodes, the 3x3 area centered on its explosion area will be permanently lit up. Q&E
- #4441: If you underpay a foocubus (which includes not having any money in the first place), their chance of getting a headache is increased. This could even be implemented as a sliding scale where they are more likely to get a headache the more you underpay them by. Q&E
- amateurhour suggestion to prevent or tune down mold growth on corpses in sokoban so that they don't block the way of you pushing boulders
- hackem has pre-identified water for all roles, xnh should too (and also blank paper and spellbook probably)
- hackem has implemented > or < on regular map autotraveling to destination (though this might still work better with 3.7 key queueing)
- Add new sokoban levels from sokoban.des in Fourk and EvilHack
- unnethack make shks yellow
- #2386: Remove the ability to wish for general items such as "scroll" or "ring", since more often than not these only get used when someone typoes "scroll of identigy" - people almost always want to wish for specific items. Fold into wish parser rewrite; ideally you can still wish for literally "scroll" to get a random scroll, but "scroll of typo" should not resolve to anything
- [Blocked by monster ally buffing] #1806: Assuming monster casting has been expanded somehow to include ally buffing: an orc shaman can generate with a group of other orcs.
- [Blocked by decent player monster ai, also by the ability for monsters to exist as temporary summons] #1868: Another type of magical horn, a "horn of heroes", that when improvised on creates powerful allied monsters (dead heroes?). Ideally the summons would be temporary. (SAVEBREAK, NEW TILE)
-
[Blocked by some sort of alignment overhaul] fourk tell player that "your conscience feels a little better" when improving alignment but still below starting value
- in the absence of an alignment overhaul, this would be spammy, and happen at the wrong moment (killing monsters).
- [Blocked by adding more randomized ring appearances] fourk allow reading rings (2d2f661)
- [Blocked by a deterministic HP system]] #2503: Track your maximum reached HP and Pw (or maximum "external sources" HP and Pw if using a system where it mainly depends on a stat and XL) and allow restore ability to also fix these.
- [Blocked on "monsters you have seen" patch] #2558 tou and arc also get xp from photographing monsters
- [Blocked on "monsters you have seen" patch] #1008: You have a lower chance of genociding monsters, wishing for items, and identifying canned food if you have never seen the monster or item in question.
- [Blocked by adding more artifacts] remove Orcrist (particularly requires more chaotic artifacts)
- [Blocked by Astral amulet-theft mechanics] amulet thefts (NOT by the Wizard) only remove the amulet from your neck if you are wearing it; keeping it in your invent
- [Blocked by Astral amulet-theft mechanics] #1804: Assuming an implementation in which player monsters can steal the Amulet of Yendor from you: they may instead steal an imitation amulet you are carrying in main inventory. Up for debate whether they should have, say, a fixed 50% chance of stealing the real Amulet regardless of how many fakes you are carrying, or whether they should pick one of your apparent Amulets at random, which would give an advantage to carting around more fakes.
- [Blocked by unification of hp-gain code] staff of A boosts healing from any source when wielded
- #2693: Sometimes, eating a quantum mechanic corpse and causing your velocity to become uncertain can give you temporary very fast speed instead of toggling intrinsic speed.
- [Blocked by temporary summoned monsters] #2835: Monsters pulled out of a bag of tricks are tame whether the bag is blessed or uncursed, and hostile only if it is cursed; however, all monsters created by it are temporary and disappear after several hundred turns.
- #2658: Spell that lets you do a random uncontrolled short-range teleportation, in order to escape from a tricky situation. Actually, it might not be a bad idea to turn the spell of teleport away into this, with a reduced level (3 or 4), and make it unable to shoot a teleportation beam. (SAVEBREAK: NEW OBJECT only if this adds it as a new spell)
- [Blocked by monster AI overhauls OR time-limit pets] #3991: Charm monster is generally considered too powerful and too low-level, and should probably be nerfed. Ideas follow in the actual YANI
- [Blocked by monsters becoming able to do AoE attacks] #3453: Archons' light radius should be a passive aura area-of-effect attack that causes strong light effects: potentially blinding normal monsters, hurting gremlins and undead, petrifying trolls, and so on. Needs a fair bit of work to build out support for aoe attacks
- [Blocked by monster AI improvements and tracking on-ceiling monsters] #3394: Piercers can actively perform their falling attack from an adjacent space, rather than passively waiting for the player to step onto their space. After falling, they can only make a weak claw attack against the player, and instead of engaging will try to pathfind to a wall. Once they get adjacent to a wall, they return to the ceiling and become able to use their falling attack again. A further change to make them more interesting than just discovering them and hitting them would be to make them too high to hit in melee while on the ceiling, unless the player is in a Huge form or larger.
- jammed drawbridge sets a flag (should be possible now that rm.flags is 6 bits) that makes it unlikely to open/close again (without maintenance? without items/monsters on the two squares? without magical opening/closing fixing the mechanism?)
- [Blocked by ward system] if ward system is implemented, perhaps reading scrolls should occasionally teach you a ward on the scroll - incentivize reading scrolls earlier
- [Blocked by system that tracks monsters encountered] #3072: With polymorph control, you can only polymorph into creatures that you have seen before in the game. You can still opt to not choose something to turn into, which could still give you a random form.
-
[Blocked by timing out monsters] #2833: Artifact figurine, the gimmick of which is that it will always turn into a pet if not cursed, and the monster it turns into will fight anything without fear and maybe also has some extra buffs. When it dies, it reverts to the figurine, which immediately has its artifact cooldown set and can't be applied again before the cooldown ends. (SAVEBREAK)
- The inspiration for this idea was the Guenhwyvar panther figurine from the Legend of Drizzt, so possibly this artifact could just be named Guenhwyvar and be a figurine of a panther, which already exists in NetHack.
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