#4187
Cursed tonal instruments are incapable of playing notes, and instead just make noise.
Cursed tonal instruments are incapable of playing notes, and instead just make noise.
Add a Druid role: intended to be a more balanced form of SLASH’EM’s doppelganger race, druids are highly attuned to nature and possess innate shapeshifting abilities.
Several elaborations on a system for more reliable (and less tedious) gifts from altars:
You can use #monster while riding a steed with a breath weapon to make it use its breath weapon. You get prompted for the direction.
A magic arrow spell, modeled off a similar spell in GnollHack. It is a level 1 spell that shoots a magic arrow at a single enemy for 1d6 damage and never misses. Possible variations include boosting the damage to 2d6 but allowing it to miss, or allowing it to be smite-targeted at any enemy in a radius with a direct unobstructed path.
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.
Wishing for a “mystery box” gives a large box containing 4 (or however many is balanced) completely random items. (Using just a regular mkobj() call; it won’t generate items which are not normally generatable because this is likely to cause bugs.)
New branch named “The Ancient Library”. It is likely accessed by portal from the main dungeon rather than stairs. It contains some spellbooks and a smaller number of scrolls, which serve as the main loot of this branch, but there aren’t too many of them in order not to be unbalancing. The level design makes it still visibly a structure, but fairly ruined with collapsed walls and such.
The branch is populated by monsters of a new species that either serve as the guardians of the library, or have moved in to inhabit it after its decline. They make for a difficult fight, and compounding the problem, taking a book will awaken and anger all of them on the current level. (Or the books spawn embedded in the walls – bookshelves, and you need to kick the walls to get them out, which triggers this.) There is no singular boss monster in the branch, nor is there any singular reward item.
If bookworms (#1793) are implemented, they also appear in this branch.
Reduce the spell level of magic mapping, but also reduce its utility: instead of mapping the entire level at once, you choose a point to center your divination on and a circular or square area, with a radius dependent on your divination skill, gets mapped. After this change, it might be similar enough to clairvoyance to be merged with that spell (the difference with clairvoyance is that it currently always centers on the player; perhaps the new merged spell could instead scale with skill by having a fixed mapping area, but the distance you can target it at increases with skill level.)
This does not change the scroll of magic mapping behavior, which still maps the whole level.
If you are polymorphed into a nymph and are lawful, you suffer an alignment penalty for stealing items from other monsters.
A tree hit by a fire ray or explosion should instantly incinerate, provided it’s not marked non-diggable (petrified). Likewise, a tree hit by a disintegration blast should disintegrate.
You can genocide the Wizard of Yendor (possibly only once, in his initial incarnation). This will leave the Book dropped in his tower, but since this counts as killing him, harassment begins immediately. When he returns after being genocided, he says “So… thou thought thou couldst genocide me, fool.”
Fort Ludios has a constant level difficulty, of perhaps 20, not varying based on where the game internally decided to place its floating branch.
Projectiles of any sort that pass over a web space may stop there and drop on the space, getting “caught in the web”.
A blessed scroll of create monster will create monsters out of line-of-sight to make it safer for the player.
While you are wielding Stormbringer, you gain alignment for killing peacefuls and pets (rather than losing it).
Livelog when you obtain the wand of wishing from the Castle.
Objects that currently generate cursed 90% of the time instead generate cursed 100% of the time.
Make indirect identification more common and reliable through the game, but make the scroll of identify less likely to identify multiple items and impossible to identify your entire inventory. Thrones can still identify your whole inventory as a random effect.
Some way to close off the double-slow-digestion loophole by which you can survive indefinitely without food, by abusing the fact that ring hunger is counted on certain different turns for the left and right hand. Suggestions include:
Remove covetous warping entirely. However, a change like this would need to take into account that it makes the vast majority of boss fights a lot easier and more boring in that they would tend to consist just of the hero and boss standing next to each other hitting each other until the boss dies, so it would need to come with some improvements to boss fights, such as more interesting tactical AI where they will disengage momentarily and multiple forms (i.e. you “kill” it and then it becomes stronger before finally being defeated).
New Biologist role, which revolves around polymorphing monsters, brewing potions (probably non-alchemically), and possibly collecting samples from monsters.
Possibly, they start with a number of potions of booze, but are penalized for drinking booze; it’s intended to use for brewing with samples. They also possibly have a guidebook describing recipes (other roles can do this too, but lacking a guidebook they won’t be able to do it very well).
Starting equipment may contain:
One take on the quest: it sees you fighting the Black Mold (a mold that constantly multiplies itself and attacks with random elemental damage, including possibly disintegration, when touched). The quest artifact is the Elixir of Immortality, but this is not possessed by the nemesis; instead you have to brew it yourself using an ingredient found on the goal level and which will be destroyed by the Black Mold if you don’t get there first. The Elixir isn’t needed; the quest is counted complete if you destroy all the Black Mold.
They can get Expert in only a few skills, including knife.
They are penalized for “animal testing”, which is polymorphing or otherwise abusing living peaceful or tame monsters. Or possibly it’s okay as long as the subject isn’t killed. However, they are rewarded for other forms of experimentation.
Streak mode that prevents you from having more than 1 save file at a time.
If you have at least Basic in martial arts, you cannot injure your leg by kicking.
Some monsters can block being detected by your telepathy, either innately (disenchanters, perhaps) or as a monster intrinsic conferred by armor (such as a tinfoil hat) or spellcasting by an ally. Also, possibly allow for area-of-effect “telepathy dead zones”.
Chatting with a shopkeeper makes them offer to appraise your inventory; if you accept, they will automatically type-name all your unidentified and un-type-named items (that they would be willing to buy) with the price they would buy it for.
When a monster disappears by becoming invisible (and you can’t see it anymore), place an I on its square.
In an effort to make unicorn horns not infinitely usable but also preserve their other good qualities: Split the unicorn horn into two items, the horn, a simple tool which now has a number of charges, and a “unicorn spear” / “hardened unicorn horn” which is a weapon.
Both items have the same base damage, are two-handed, and use the unicorn horn skill, but reading a scroll of enchant weapon while wielding a unicorn horn will transform it into the weapon version like how crysknives work. The weapon cannot be used to cure ailments.
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.)
Bats flee upstairs whenever possible in Gehennom, because they are bats outta hell.
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.
Alter the player’s corpse weight based on how hungry they were when they died.
Dragonbane behaves like in DCSS: it gains enchantment, safely and for free, upon killing dragons, maybe up to a higher maximum than usual.
Procedurally generate the game-equivalent of Elbereth each game (the literal string “Elbereth” does nothing special anymore), and make it fairly likely to appear somewhere in the Dungeons of Doom.
Wishing for “world peace” pacifies all non-unique monsters on the level, possibly subject to monster resistances.
Karma stone: a type of gray stone that, if it is blessed or cursed, can be rubbed on another item to transfer the blessing or curse to that item, making the stone uncursed in the process. Cursed karma stones in inventory eventually transfer their curse to a random item on their own; the stone might remain cursed after doing this. The loadstone in the Mimic of the Mines is replaced with one of these.
Giantslayer kills all insects adjacent to the player for a possible “Seven at one blow” effect.
Track monsters that you have named. If you genocide a class of monsters that contains any you have named, notify the player of their death.
Orcish characters will never be able to tame elves, and elvish characters will never be able to tame orcs.
Remove the possibility of “Blecch! Rotten food!” from uncursed non-corpse comestibles.
If Mjollnir is thrown and would hit a valkyrie player monster wearing gauntlets of power, they catch it instead.
When viewing skills with #enhance, show the maximum skill caps for all listed skills.
New artifact Imaginary Widget: The base object is randomized among non-polearm melee weapons each game. Deals double damage to monsters that don’t exist in real life (e.g. foxes and mastodons and giant eels are real; wargs and mumaks and krakens are not).
When you’re hallucinating, show the Black Market as “Sam’s Club”.
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.
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.
Rather than making weapons train 1-to-1 on all successful hits, make them train differently:
Monks get a small amount of free bonus movement points when they kill a monster bare-handed, and also gain a small amount of free bonus movement points while making movement actions and not wearing body armor.
A command that you can prefix some action with to voluntarily make that interruptible action uninterruptible.
The travel command automatically opens doors as you go.
If you escape the dungeon, a short blurb prints describing your post-dungeon career. This factors in your material wealth (gold, gems, and other things you escaped with), deity anger (they will be mad at you for abandoning the mission regardless, but if already angry before your escape you will not live long outside the dungeon), and alignment record (bad alignment could cause you to get spurned by your peers), along with possibly more factors, such as if you escaped with a fake Amulet.
Breaking a wand of wishing will wrest it if possible.
General artifact-stealing attack; like the Wizard’s quest-artifact-steal attack but applicable to all artifacts and without Amulet of Yendor theft baked in. Archeologist player monsters might use this (“That belongs in a museum!”).
F corpses can be dipped into potions to make different potions: juice + violet fungus = booze, juice + yellow mold = sickness, water + green mold = acid. (Note the existence of the Brewing Patch, which dissolves most F in juice to produce confusion, hallucination, booze, sleeping, and healing.)
Later suggested recipes which involve dipping a corpse in acid to dissolve it:
Seduction (possibly for nymphs as well as foocubi) may not work if the seducer is invisible.
Whether an artifact has or hasn’t yet cooled down is visible to the player.
The hood on a worn dwarvish cloak will protect your helm from getting rusted.
When you throw ammo without the proper launcher, the game makes it clear that you’re doing it wrong, e.g. “You clumsily throw the arrow”. This also abuses Wisdom.
Bluff monster: a shapeshifter that is biased towards powerful forms and nasties, but it actually retains the weak attacks and HP and AC of its regular form.
When either 1) you are hallucinating and hit something well enough to have gotten a ! on the hit message or 2) hit something with a type weakness (fire versus cold-resistant, cold versus fire-resistant, electricity versus water, etc), an additional “It’s super effective!” message is printed.
New artifact spellbook Akashic Records:
The ability to chat with intelligent pets and give them basic strategy directives, such as what type of attack they should be favoring, or whether they should stop attacking and stay by your side. Opinions vary as to whether this should be limited to intelligent pets or not.
Reach gloves: let you pick up items from adjacent squares and grapple monsters.
In Orcish Town, there should be peaceful orcish racial shopkeepers with actual shops (who will happily sell you the human shopkeeper corpse on their floor.)
Saltwater or murky water, intended as a nerf for “just dilute most potions”:
Alternatively, don’t actually make saltwater a separate potion; just use saltwater as a flavor reason for why the player can’t intentionally dilute potions to water. (Can use a separate flavor argument, that potions are generally corked while not used, to explain away the lack of dilution for water damage.) Also, make most potions cancel into non-water base potions (such as confusion and hallucination to booze), with the notable exception of polymorph. It’s also harder or impossible to get water from random alchemy or polymorph.
A third option is naming blessing-capable potions “purified water” and leaving the mundane potion of water as it is. Things such as unicorn horns can neutralize toxins but can’t actually remove them, so the resulting water isn’t purified.
Resolve the problem of having to double-enchant launchers and ammo and get double bonuses in one of two ways:
Mjollnir confers shock resistance.
New unaligned artifact dagger Almagest: uses the powers of scrolls to augment itself, and bears a scroll label signifying which scroll ability it is imbued with. Opinions vary on whether this label should be randomly generated by the dagger (and the player may choose to read it, upon which it gives the uncursed scroll effect and disappears for 1000 turns, eventually returning with another label) or whether the label should be deliberately imbued by the player by rubbing it on a scroll. It gains +d4 to damage and +d4 to hit when it has an inscription.
There are additional special effects if the player has formally IDed the scroll whose label is on the dagger:
New slot for belts:
Wizards who can’t cast spells while crowned (permablind?) receive something other than a spellbook of finger of death.
Samurai can’t use Excalibur, because it’s cross-culture. The Tsurugi should be buffed to be quite good enough.
Water elementals deal active water damage to the player, more broadly than rust monsters: blanks scrolls, dilutes potions, extinguishes candles, etc.
Give all roles a warning when they might fail to read a spellbook, but make the numbers involved much less useful than the Wizard’s warning. (Possibly, just give players “difficult to comprehend” when success chance is less than 100% and nothing else, and buff Wizard warning to add more levels: “somewhat difficult”, “difficult”, “very difficult”, “extremely difficult”).
Zen or illiterate players get spells for free as a prayer boon where they normally would have been granted the corresponding spellbook.
An addendum to ideas where the player starts the game with some random object types identified, without actually starting with such objects. Use a different ID state for these types, so the player will recognize them when they come across those items, but they can’t startscum for “good” discoveries by checking the discoveries list at the start of the game.
New type of book “encyclopedia”:
Aquaman role/race, which starts with magical breathing, a +1 trident, and an oilskin sack. Only regenerates health when in water. If a race, should be able to walk around on dry land (so merfolk are probably out, perhaps merlings or half-merfolk would work). Can drown surrounding enemies. Starts with scrolls of flood.
Fire and frost horns’ damage scales with the level of its user. (Mainly to prevent a random gnome in the Mines dealing way too much damage with one).
Command (generalization of #tip, or #dump, have both been suggested) to transfer all items from one container into another container without having to temporarily place them in your inventory. It would be better but perhaps harder to implement if you could pick and choose which items were being transferred, rather than all of them.