#4664
Hobbits should get a bonus for remaining barefoot (or alternatively, should get a penalty for wearing boots).
hackemslashem is the original author of Hack'EM and subsequently the author of NerfHack.
Hobbits should get a bonus for remaining barefoot (or alternatively, should get a penalty for wearing boots).
Add an artifact crysknife, which is nameable. Add a obj_resists call in the crysknife reversion process to make it so that artifact crysknives either never revert to worm teeth or do so very rarely.
The other properties of such an artifact are unspecified.
There is some mechanism by which scrolls of consecration can be used to “ordain” (transform) certain types of monsters into aligned priests.
Change the atlatl into a launcher that throws spears. This means that Xiuhcoatl is no longer a weapon in its own right. Re-buff it by making it give fire damage to all spears thrown from it, and also reduce the weight by half of all spears in main inventory, or make them weigh 10 like daggers.
Ice devils should have a slowing attack, like they do in D&D. Most likely, this should be like a lichen’s temporary slow in EvilHack, rather than a permanent speed-loss like a shade or skeleton has. Free action could reduce or negate this.
Getting amnesia can strip your knowledge of (and therefore ability to write) Elbereth.
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.
Alternative Necromancer role, because its implementation in SLASH’EM winds up being a rather halfhearted version of Wizard with some elements of Priest and Archeologist. Note: This was written for a hypothetical variant that does not have a Necromancer role, rather than as an update to SLASH’EM’s.
The system may want some simplification since it may be clunky to have the player navigate through menus to choose souls from all the different ones they have accumulated. Possibly, souls from a given species just combine, so you would be shown something like “souls of gnome kings (12 total monster levels)”. An extreme simplification would cut out the entire soul-storage system and just replenish Pw when you collect one.
Dynamite in SLASH’EM should be changed so that it uses a digging explosion, and carves out tiles in its blast radius, rather than just a really powerful fiery explosion that doesn’t affect terrain. It should probably also create pits randomly in the blast radius.
Also, Archeologists should start with some dynamite (though perhaps they, or at least Lawful ones, ought to get alignment.penalties for using it, since blowing up your dig site is poor archeological practice).
Stun grenades, which work similarly to regular grenades except they explode for zero or a token amount of damage, and inflict stunning and other types of status effects on things in the blast radius. For instance, there could be a flashbang grenade which stuns and blinds its targets.
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.
Paper golems occasionally drop non-blank scrolls.
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.
Beverage tins, which contain a potion instead of meat from a monster. Randomly generated ones always have potions with the “bubbly”, “fizzy” or “effervescent” appearance.
When you eat such a tin, it “opens with a loud hiss!”, making noise in some radius. It always takes 1 turn to open regardless of beatitude. Then you are shown its appearance. If you are not blind, you see it directly (“It contains a bubbly liquid”); if you are blind but have identified the potion, you recognize the potion by the smell; otherwise you get a generic “It feels like some liquid is inside”. Then you’re prompted to drink it, like with any other tin. If you do, you experience the same effects as you would from a potion of the corresponding beatitude.
Tinning kits could possibly convert potions into homemade beverage tins, but there needs to be some sort of downside which hasn’t yet been proposed. As it stands, you would be able to convert a 20-weight potion into a 10-weight unbreakable potion. The existing downsides are that it expends a tinning kit charge and the resulting potion can’t be dipped, alchemized with, or thrown, but for the sort of potions one would want to turn into tins, these aren’t really downsides.
Probing will reveal the contents of tins it hits (and mark the tins as identified so they stay revealed).