All ideas with Elronnd as a contributor

#4180

 · 
vanilla

Carrying an amethyst makes you immune to all effects of quaffing booze.

#3561

 · 
vanilla

Rock trolls are immune to stoning; not because they are made of rock, but because they already have an affinity with it.

Fix vampires shifting into fog clouds as an escape method because this doesn’t currently work with fog clouds being slow and easily killed.

  • Normal fog clouds can still be slow, but vampshifted fog clouds should have their regular form’s speed.
  • Fog clouds in general should be very hard to land a hit on, with “your attack passes harmlessly through” like a ghost nearly all the time (allowing critical hits only?), or all of the time, if you are not engulfed. Fog clouds that are fleeing, like vampires running away, will not engulf the player.
  • If a vampshifted fog cloud is pinned down and has nowhere to go, it can pass through the squares of a number of monsters blocking its way and land somewhere else, provided that space is within a few spaces. This prevents the player from trapping it in a corner and beating it to death.
  • At some point, the vampire must turn itself back to normal, and not stay in fog cloud form forever.

#1449

 · 
vanilla

If you stand on a pile of objects that are all the same class, replace the “objects” in the message “There are several objects here” with the name of that class. E.g. “There are several weapons here”. Also do this even more specifically if they’re all the same object type: “There are several daggers here”.

When the player is afraid of a monster, to-hit is reduced and they may not be able to attack that specific monster at all.

#143

 · 
vanilla

Reduce the amount of gold generated on the floor, and probably also that buried under the floor and in rock so it doesn’t incentivize the player digging out a level. This is an attempt at gold rebalance.