All ideas with Andrio as a contributor

#4433

 · 
vanilla

A death ray zapped over a monster egg on the floor kills it, making it so that it will never hatch.

Possibly, this effect could also be achieved by erodeproofing or canceling the egg.

#4181

 · 
vanilla

You can’t be knocked back if you’re carrying a loadstone.

Something to prevent autounlock from automatically forcing a chest you want to open. This probably takes the form of a new option, either an “autoforce” boolean option or a new paranoid confirmation flag which would add a prompt (or turn the existing prompt into a “yes” confirmation) before you force a chest with autounlock.

#3822

 · 
vanilla

A dead Keystone Kop should be referred to by the game as “Keystone Kop korpse” rather than “corpse”.

#3360

 · 
vanilla

Dragons that generate at level creation time also spawn a hoard of gold beneath them, similar to how concealing monsters generate items to hide beneath. Possibly, their AI recognizes the horde as theirs and they are reluctant to stray off of it or far from it as long as there is gold there.

Proposals to address the situation where all the candles needed for the invocation are guaranteed in Vlad’s Tower. The current situation removes frustration but many players feel that it’s trivialized, whereas the system in 3.4.3 was frustrating because it was a common occurrence to have to backtrack to the Mines for candles after forgetting they needed to be collected, or worse, having to wish for them because the game didn’t generate 7 of them.

  • Make the Candelabrum come prefilled with 7 candles; this doesn’t address the trivialization concerns but does make it slightly less blatant.
  • Put Izchak’s store on a bones-ineligible level and guarantee at least 7 candles in the shop.
  • Rely on gnomes in the Mines being generated with candles, with a certain minimum amount of candles guaranteed.
  • Candles generate randomly on the floor of Gehennom levels, zero or one stacks per level.
  • Monsters in Gehennom sometimes generate with candles (though this would be difficult to tune and would not be as discoverable via object detection).
  • Make bees occasionally drop beeswax, which you can craft into candles; or they just rarely drop wax candles, or wax candles appear in beehives.

#3213

 · 
vanilla

Doppelgangers that transform into player monsters may adopt a name from the top 10 list when they do so (but not always). When they transform into something else, they discard the name.

#3046

 · 
vanilla

You can throw an item down stairs by standing on them and throwing the item >. This makes the item go through the normal fall-down-stairs routine.

Replace Cavemen’s quest artifact with scales from the Chromatic Dragon (their quest then becomes “kill the dragon that is terrorizing our people” instead of “fetch the artifact from the dragon who stole it”). The scales only drop when she is killed, rather than her being generated with them (thus, they can’t be stolen). The scales could either be implemented simply as a base item akin to chromatic scales in UnNetHack which provide a cocktail of resistances, or as an artifact. If implemented as a non-artifact, the Caveman role will have no associated quest artifact.

The scales should NOT be enchantable into scale mail. The pile of resistances is good enough.

#2995

 · 
vanilla

The higher your encumbrance level is, the more damage you take by falling down the stairs.

#2934

 · 
vanilla

Any rock mole (including you, if you are polymorphed into one) that eats a wand of death dies instantly.

#2904

 · 
vanilla

Priests attending a temple altar can magically fix their temple’s walls periodically like shopkeepers can.

#2859

 · 
vanilla

Throwing something downwards on a down staircase will throw it down the stairs, making it end up on the level below.

#2821

 · 
vanilla

When removing a helm of opposite alignment, after restoring your original alignment, increment your god’s anger. Do it after removing the helm because then your original god gets angry at you for putting the helm on, not your new god.

If god anger is tracked separately for each god, it doesn’t need to be done this way; merely make your original god angry when you first put on the helm.

#1588

 · 
vanilla

Cold rays are colored light blue, to be distinct from lightning.

#1586

 · 
vanilla

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.

#1585

 · 
vanilla

Gelatinous cubes automatically engulf items thrown at them rather than the items falling to the floor.

#1577

 · 
vanilla

Unicorns of different colors grudge each other.

#1517

 · 
vanilla

Moving right into an engulfer with the ‘m’ prefix automatically engulfs you.

#1508

 · 
vanilla

Randomly generated foocubi may generate with some amount of gold (taken from previous partners).

#1495

 · 
vanilla

Monster generation in the Quest, when calculating your experience level, takes the maximum of your actual level and the minimum level required to receive the Quest.

#1474

 · 
vanilla

Don’t maybe give Wizards a scroll of punishment in their initial inventory.

#1440

 · 
vanilla

Iron and copper items engulfed by gelatinous cubes get corroded in the process.

If you happen to get teleported while you are _ traveling and you have teleport control, the cursor is automatically placed on where you wanted to travel to. (It doesn’t automatically teleport you there - you are still able to move the cursor around before doing the teleport.)

Possibly, add an option to toggle this behavior off, though it’s hard to imagine why someone wouldn’t want it.

#1300

 · 
vanilla

The spellcasting menu automatically (by default) assigns letters to spells in a fixed order, rather than alphabetically in the order the player learned them. For instance, ordering by school, then by ascending level, then by name. Or even just in objects.c order. This guarantees that unless the player rearranges the menu, they will always have the same letters from game to game.

#1206

 · 
vanilla

All instances of “mysterious force” are changed to “normal force” when you’re hallucinating.

Add nets, on the basis that NetHack needs to have nets in it. You can throw them in pools to fish with, and throw them at small monsters to trap them in place. There could also be a trap that catches you in a net. You can also mess up throwing them and tangle yourself instead. Possibly, nets would be their own skill too.

For simplicity of implementation, they should create a temporary web on the player’s space (with a flag set so that it uses “net” in its messages instead of “web” and is probably harder/impossible to tear through at high Strength). Either nets would generate in stacks of 11-20 and get destroyed when the monster escaped the net, or they would drop themselves (most of the time) when the monster escaped the net and destroyed the trap. Either way, they should be fairly light.

#960

 · 
vanilla

Dreaming about more than just noises that are really happening: stuff like fantasy dreams where you dream that you ascend to the status of Demigoddess, etc.

#951

 · 
vanilla

Artifacts held by adjacent pets count towards your final score when you ascend as if you were holding them.

#424

 · 
vanilla

You are not asked “Pay whom?” if you are standing inside a shop, it just selects the shopkeeper whose shop you’re in.

#125

 · 
vanilla

Barbed orcs, which are more deadly than regular orcs.