All ideas with AmyBSOD as a contributor

AmyBSOD is the author of SLASH'EM Extended

A new type of “fence” terrain that is like wooden iron bars: it cannot normally be moved onto but it can be burnt or kicked down, and it does not block line of sight.

New type of terrain, “fire terrain”, a square that is on fire. It displays as an orange period. (If this will be too nasty to people who play with color off, the glyph should perhaps be changed.)

  • Fire terrain has a certain amount of burning wood material on it.
  • Standing next to or on fire terrain grants cold resistance, but standing on top of fire terrain has the same effect as a fire trap whenever you end your turn on it.
  • The fire eventually burns out and reverts to normal floor, the duration determined by the total weight of the burning objects.
  • Killing a wood golem with fire or burning more than a certain weight of objects on a square creates fire terrain on that space.
  • Throwing burnables onto a fire trap may make them spontaneously combust and produce fire terrain.
  • Fire terrain can be used to cook corpses.
  • You can create fire terrain by applying a lit candle to a space with burnables on it
  • You can also create it by applying a tinderbox to a space, which is a chargeable non-magical tool. Archeologists and Rangers start with one.
  • Fires provide a light source of radius 3, but cannot be moved.
  • Monster AI will not travel over fire if the monster is not resistant.

#3968

 · 
object materials patch

Gold is a metal associated with the sun, so weapons made of it should deal extra damage against undead. Additionally, blunt gold weapons get a d2 damage bonus versus everything due to being heavier.

With respect to other proposals about crafting (involving a craftsmen’s guild or even scattered craftsmen), the process of traveling back and forth to and from it might become busywork. So if players could craft things on their own, that might be better.

  • Would probably need properly flavored terrain for workstations, like a furnace or smelter, for certain crafts, otherwise flavor is too weird. (But this creates the problem of having to travel back and forth to it again.)
  • Fixed, non-simple recipes (e.g. existing scroll crafting is a simple recipe) are a heavy spoiler tax and should be avoided.
  • This could be simple for certain types of items, as in requiring some silver or gold and a diamond to craft a diamond ring, but doesn’t explain where any magical effects come from, and also might weirdly tie crafting recipes to randomized appearances which have previously been meaningless.
  • Probably requires a few more “base” crafting materials, some source of leather, some source of wood, etc.
    • Corpses could decay into bones, which disappear themselves with a longer timeout, but in the meantime can be used to craft bone stuff.
  • One of the craftable items should be saddles, because they’re very hard to find for non-Knight characters who want to ride.
  • Tallow candles should be relatively easy to make, because they can be made out of fat from slain animals.

#3242

 · 
vanilla

The maximum distance you can jump decreases the more encumbered you are.

#2967

 · 
EvilHack

Within Sokoban, boulders weigh 6000 for giants, just like anyone else, so you can’t carry them around.

#2887

 · 
vanilla

Digless conduct: never dig any tile by any means (digging implements, wand of digging, spell of dig). Monsters digging don’t break the conduct.

#2886

 · 
vanilla

Shovel, a tool that can be used to dig walls, but only deals 1d2 damage in combat (because it’s a pure tool, not a weapon-tool) and doesn’t count as hitting with a weapon if used in combat.

#2823

 · 
vanilla

Add a new option that controls whether autopickup functions in shops. If it is on AND regular autopickup is on, items will be autopickedup in shops; if either of the two are off, they won’t.

Bows should be two-handed, as they require both hands to use properly. You’re already not allowed to twoweapon with them, but it shouldn’t really be possible to wear a shield and fire a bow at the same time either, except maybe a small shield. Possibly classify them as hand-and-a-half weapons, in variants that have those, or just disallow firing with a bow while wearing a shield.

The cost for buying protection is based on your maximum level reached, not your current level, to prevent draining for gain.

#1562

 · 
vanilla

True pacifist conduct, which prohibits you from directly hurting any monster.

Improvements to secret doors:

  • When the player discovers a secret door, monsters still don’t know about it unless they see it open.
  • Monsters know about some secret doors and passages in their native area, and will use them as if they were normal doors/floor. If the player sees a monster traveling through one (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. A cruder implementation is just to convert the secret feature into a normal one when used by a monster.
  • There are fewer or no hidden doors between the upstairs and downstairs on a Dungeons of Doom level.
  • Less of a Dungeons of Doom level’s loot appears on a direct or near-direct path between staircases, and more of the loot appears in rooms hidden behind secret doors.
  • Remove secret passages from the game; they don’t add much of relevance and it’s harder to find ways to make them relevant.

#1477

 · 
vanilla

Being engulfed by a solid monster makes you blind unless you are carrying a light source, because it’s dark in their stomach.

#1476

 · 
vanilla

Magical sources of light that light up a fixed area are temporary, and revert to darkness given time.

#1468

 · 
vanilla

Separate command to pick up an item and put it into a bag immediately after, in 1 turn. Or an option that changes pickup behavior to this effect.

#1432

 · 
vanilla

Gloves that are sufficiently burnt or rotted only protect from touching cockatrice corpses some of the time.

#1428

 · 
vanilla

Since polearms are designed for use against mounted enemies, they get bonuses versus all u and C monsters. Also mounted enemies, if in a variant that has monster riding.

#1427

 · 
vanilla

In item classes which have multiple price tiers (scrolls, spellbooks, potions, rings, etc), unidentified items will sell for the lowest price tier and cost the highest price tier.

Dungeon branches that are completely submerged: their levels have a special level flag that treats you as underwater no matter what the terrain is. Would work better if a breath timer were implemented rather than instant drowning if a magical breathing source is lost. Trying to go down the stairs leading into the branch without the ability to survive underwater is equivalent to jumping into a pool: you will get wet and then crawl out (still on the stairs), without changing levels.

#1401

 · 
vanilla

Scale the monster “healing” spell so that late-game spellcasters can actually heal themselves with it.

A #ragequit command, that quits the game without any confirmation. But it’s a non-autocompleting extended command, so you do have to type the whole word out.

#1346

 · 
vanilla

Instead of the Wizard of Yendor stealing all quest artifacts, he can only steal ones that don’t belong to your role, since you didn’t actually earn them.

When you forget a spell, give the player a message “You have forgotten the ‘foo’ spell.” Also give warnings when you reach 10% and 1% memory.

#1263

 · 
vanilla

Because general stores will buy anything, they will only buy stuff at 1/2 or 1/3 of its usual sell cost. To obtain the full cost you have to sell items at a specialized shop of their type.

#1236

 · 
vanilla

When riding, your steed may randomly go in a different direction than you intended. Higher riding skill decreases this, and expert blocks it entirely. Possibly, the steed will use this ability to shy away from water or other known hazards.

#1233

 · 
vanilla

Quaffing cursed invisibility removes the invisibility intrinsic if you had it. Possibly the same for see invisible.

#1193

 · 
vanilla

Once you enter the large vault in Fort Ludios, several guards or Kops will appear from the portal and try to come hunt you down.

If you wield a c corpse and take any of several actions that normally turns you to stone, it instead rolls a body part to see which part of you touches the corpse. If this part of you is wearing armor, you don’t touch it and so don’t turn to stone. However, it’s impossible to cover yourself completely.

When potions break on the ground, they leave puddles of that potion. Pets can drink this puddle to get the effects. They also give effects (vapor effects, plus acid burning) to any monster standing in them, which is nice because it makes it harder for the player to stand in one place and fight a horde of enemies. Not defined what should happen if multiple potions mix in one spot - alchemize perhaps.

#1187

 · 
vanilla

The game records the number of times the mysterious force triggers in either the dumplog or the xlogfile, so that it can be observed and analyzed later.

#1186

 · 
vanilla

Circus artist role. You can tame circus animals like tigers, catch incoming missiles with your bare hands, and jump over bottomless pits.

#1185

 · 
xNetHack

Alarm trap on doors: it makes a noise to alert nearby monsters, and also summons a squad of ogres or Kops or whatever on one of the stairs.

#1182

 · 
SpliceHack

Genociding part of an amalgamation turns the monster into a non-amalgamation of whatever its other half is.

#1178

 · 
vanilla

You can leash peaceful and hostile monsters, but peacefuls will turn hostile, and they will attempt to get the leash off.

#1175

 · 
vanilla

If you’re invisible, peaceful monsters may bump into you and get mad.

#1174

 · 
vanilla

Chatting to monsters gives different various effects depending on your current form and the other monster. For instance, chatting to an orc as an elf or vice versa will make them hostile.

#1142

 · 
vanilla

If you have enough Str, you can dig with your bare hands, but it takes much longer and may incur HP damage.

#1137

 · 
SporkHack

If the player is strong enough and able to pick up a sink off the floor, it actually works: they rip it off the floor and water floods the room.

#942

 · 
vanilla

Attacking with a crossaligned artifact weapon halves all damage you deal.

#938

 · 
vanilla

If you’re polymorphed into a unicorn, you can dip your horn into potions.

#896

 · 
vanilla

Monsters carrying food will eat it when at low health and get healed by it.

#873

 · 
vanilla

Vegetarian pets will eat meat if they are starving, but they only get 10% of the regular nutrition from it.

#863

 · 
vanilla

Better ghost scaling in general. Ghosts should have a wide range of strength levels, and should be capable of posing problems even to late game characters. The more ghosts you summon by repeatedly entering a haunted temple, the stronger they get.

Polymorph, teleport and levelport traps should disappear once used by any monster (including the player). Or else they have a low-ish chance of disappearing per each use.

#834

 · 
vanilla

Non-magical tools that can be used to heal wounds.

#827

 · 
vanilla

When “Sting cuts through a web!”, the web is destroyed. Currently it only allows you to escape the web in 1 turn and does not destroy it.

Wizard-harassment summon nasties should produce a “Monsters appear from nowhere!” message, and this message should force a –More–.

#758

 · 
vanilla

The monster spawn rate gradually decreases the longer you spend on a level. (May not apply if you have the demigod flag set or are carrying the Amulet.)

#752

 · 
vanilla

When you have displacement, you displace your pets appropriately even when stunned, confused, or hallucinating, rather than attacking them.

#721

 · 
vanilla

Nurse healing should cure other ailments like sliming and possibly stoning.

Ring of carrying: new chargeable ring that multiplies the weight of the player’s inventory by (1 - (0.05 * enchantment)) when worn. Stacks with a second ring. Initial charge and beatitude is set the same as any other charged ring.

#702

 · 
vanilla

Give a Luck penalty for destroying a Sokoban boulder by polymorph shudder (or polymorphing it in any way, really, since turning it into anything else removes it from the map).

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.

#660

 · 
vanilla

Scroll of healeportation: performs both a heal and a teleport at once.

#639

 · 
vanilla

Fountains, sinks, and other dungeon features can generate inside shops. Using them in any way incurs a usage fee. Destroying them incurs a larger charge to be paid immediately, or the shopkeeper will get mad.

#540

 · 
vanilla

Ranged attacks can be directed at the . space. If this ends up killing you, the death reason is “shot [him/her]self in the foot”.

#503

 · 
NetHackFourk

Add a boulder-throwing skill for giants. Like other skills, its skill cap is determined by your role.

#475

 · 
vanilla

Autocursing armor always generates cursed; it is thus perfectly safe to wear any confirmed non-cursed armor the player finds.

#445

 · 
vanilla

Stepping on a square containing a cockatrice corpse while not wearing boots instantly stones you.

#443

 · 
vanilla

Unicorn corpses have a chance of conveying teleportitis.

#403

 · 
vanilla

Energy regeneration should cause you to hunger faster.

#332

 · 
vanilla

Make instadeaths more consistent with respect to life saving: brainlessness destroys only the brain but cannot be life saved, whereas disintegration destroys your entire body but can be life saved. One or both of these should be changed.

#313

 · 
vanilla

Give YAFM when a monster uses a bullwhip on you while you are polymorphed into a foocubus.

#312

 · 
vanilla

Add a few more sources of the uncursed charging effect, because charging resources are rare enough as so that things like common wands never get recharged by players.

#261

 · 
vanilla

When you ascend, you receive an elaborate role-specific message with your quest leader congratulating you (if they are alive).

Add a scroll of air (as well as the scroll of flood, which is renamed to the scroll of water) so that there is one scroll for each element. When read normally, it could give a message “You feel a fresh breeze” and either reset your strangulation counter or give you temporary breathlessness. (Breathlessness seems like a potion effect more than a scroll effect, but then again, during those times when you need emergency breathlessness, you’re probably not capable of quaffing a potion.) If you read any of the water, earth, fire, and air scrolls while confused, it summons elementals, whose tame/peaceful/hostile state depends on the beatitude of the scroll. If you read it while on the Plane of Water, it either creates a new air bubble if you’re not in one, or expands your bubble permanently if you are in one. If cursed and in a bubble, the bubble shrinks to one space.

SpliceHack has since implemented the scroll of air as an burst of wind that shoves adjacent monsters away in all directions.

#229

 · 
vanilla

You can go to the Astral Plane early, and by waiting around there long enough, eventually a player monster will spawn with the real Amulet, at which point you must prevent them from ascending and claim the Amulet yourself.

#228

 · 
vanilla

Chemistry golem, which spawns with some potions that it will either throw at you or quaff.

#222

 · 
vanilla

Gentle relaxations for the quest XL requirement:

  • It is waived if you have set the “descent into Gehennom” flag by going downstairs from the Valley.
  • It checks maximum XL reached, not current; so if you have ever been XL14 it doesn’t matter if you have been drained since.
  • It is waived if you have the demigod flag set from killing the Wizard of Yendor.

#219

 · 
vanilla

Wearing a cloak of displacement allows you to displace pets 100% of the time and also peacefuls; this still works if you are confused, stunned or hallucinating.

#218

 · 
vanilla

Level teleport in the Quest never goes down unless you have beaten the nemesis and never goes up unless you have shown the artifact to your quest leader.

#184

 · 
vanilla

Skeletons, or any monster with the MS_BONES sound, rattle their bones periodically, which frighten the player into helplessness for a few turns.

#183

 · 
vanilla

Poison is either changed or extended so that it is a lasting status condition that gives you negative HP regeneration, or some other source of this property is added.

Ideas around a system in which you can cook corpses:

  • The general idea is to unbreak the hunger system by making regular corpses unsafe to eat, so the shortage in resources isn’t in food itself but is in safe methods of cooking it.
  • Cooking sets a corpse’s rot timer to 0, lets them go longer without spoiling, or unspoils them.
  • May also remove poison from some kinds of poisonous corpses.
  • Cooked corpses are unsuitable for sacrifice and less likely to give intrinsics, or don’t at all (because the vitamins are destroyed).
  • Can apply wands of fire to cook corpses.
  • Or maybe eating raw non-vegetarian corpses is just plain dangerous, causing vomiting or sickness or other bad effects.
  • Corpses can be cooked by killing monsters with fire or hitting monsters with fire attacks while they are carrying corpses.
  • The problem is that nobody has yet proposed a mechanism for cooking corpses that would work well. Having firewood or some similar thing would massively affect the early game between characters that can and cannot manage to find it, and roles that start with or without it. Wands of fire have been proposed as a resource but those are valuable. Introducing a new item like firewood means that a whole lot of mechanics have to be reviewed for whether they should interact with or create that item.

#149

 · 
vanilla

When trying to descend stairs while stunned, and possibly confused with some probability, you fall down the stairs.

#115

 · 
vanilla

Moving in Sokoban by jumping and hurtling from an iron ball doesn’t actually work to bypass boulders in 3.6, so it shouldn’t incur a Luck penalty.

#113

 · 
NetHack4

NetHack4 impossible() should not imply that the save file is corrupted, and the distinction between impossible() and panic() should be less blurry.

#111

 · 
vanilla

Make T-shirt messages not depend only on the object id, so that two shirts generated shortly after one another don’t have predictable messages.

#95

 · 
vanilla

Searching finds everything in your range, but is an occupation that takes multiple turns. The s command by default will take some constant number of turns (somewhere from 10-20) and will either tell you about all the hidden things around you or tell you that there is nothing interesting; you can specify a numeric prefix to search for less than that if you want.

#89

 · 
vanilla

The game should allow you to reread a spellbook and relearn the spell whenever you want. The prompt should be “You know [spell] quite well already. Read the book anyway? (yn)”

#80

 · 
vanilla

Electric attacks deal more damage to monsters in water.

#52

 · 
vanilla

Polymorphing a highly enchanted object will vaporize it if it turns into something that normally can’t be enchanted that high.

#51

 · 
vanilla

Luck’s effect on whether a projectile breaks is nerfed. Instead, the enchantment is the primary factor, and is more involved than just “+2 or above”.

#49

 · 
vanilla

Add a conduct for tracking whether the player has not used any of each class of objects.

Players can polymorph dungeon features by zapping a polymorph beam down at it, with some special cases:

  • Gravestones can be created by polymorph and are more likely than other outcomes, but cannot be polymorphed into anything else. Trying to do so only polymorphs its epitaph.
  • Polymorphing an altar angers that altar’s god and any attendant priest since you effectively destroyed their altar
  • Fountains either cannot polymorph into anything besides headstones or have a very limited chance of becoming something else; this is to prevent the player from being able to generate a bunch of thrones from fountains.

#39

 · 
vanilla

Instead of pushing pets out of the way as they do other monsters, the Riders can trample over pets, instakilling them.

#25

 · 
vanilla

Pets anywhere on the Astral Plane always go with you when you ascend, regardless of whether they’re adjacent or leashed to you.

#14

 · 
vanilla

Opening a cursed bag of holding does not tell you what has disappeared, or it just says “Things have disappeared from the bag!” without describing them.