#4538
Amulet of protect inventory: negates any erosion, destruction, disintegration, or theft of your items, but every time it does, you take damage.
jonadab is the author of NetHack Fourk and is also a contributor to NetHack4
Amulet of protect inventory: negates any erosion, destruction, disintegration, or theft of your items, but every time it does, you take damage.
Add Sokoban levels with a pinball-inspired mechanic: some of the walls are a new “bumper” terrain type. An object or creature that moves into a bumper will be hurled away from the bumper in a non-random direction (which could be straight back in the direction it came, always at a 90 degree angle, or vary based on the particular bumper). The puzzles involve moving boulders into the bumpers to propel them in ways regular pushing can’t accomplish.
Energy recovery rate should be leveraged more as a role differentiator - basically, roles that are intended to cast frequently should regenerate power faster than roles that aren’t.
One way to do this is tie energy recovery strongly to Wisdom, and then bias starting stats so that caster roles usually have high Wisdom.
Solve the problem of pets wasting their hard-trained apport by picking up and dropping objects randomly all over the dungeon, by triggering them only to use it when the hero plays any instrument (or maybe any non-magical instrument). Bonus points if the player can train the pet by playing an arbitrary sequence of notes (chosen by the player) on tonal instruments.
You can only ascend if your alignment record is pious. Otherwise, you either escape in celestial disgrace, or less evilly, your god just rejects the sacrifice until such time as you are pious.
A new take on a Bard role, generally themed around leading a party of other adventurers through the dungeon, with some other additional ideas:
See also: Bard implementations.
Spell of collect arrows: it magically retrieves all objects on the current level that you’ve thrown or fired at some point in the past. (Possibly limited to weapon class objects).
Add a system for casting ritual spells: more powerful and more expensive spells which have some esoteric effects you can’t get otherwise. The main differences between ritual and normal spellcasting are that they consume valuable, hopefully non-renewable components, take a number of turns to cast instead of taking effect instantly, and may require you to be in or set up certain circumstances.
Various ritual spells that have been proposed:
Ritual spells come in spellbooks like usual, but aren’t stored in your spell list. Instead, reading the spellbook prompts you if you want to begin its ritual and tells you the necessary ingredients and circumstances you need to satisfy as preconditions. If you meet all the conditions and answer yes, you initiate the ritual. (For simplicity, this should probably burn up / expend all the components instantly.) You cannot begin a ritual while in the process of casting another ritual; this should probably be implemented as a precondition.
Apart from the component cost, rituals act as a constant drain on your Pw until the ritual is complete. If something distracts you in the middle of the ritual, you can go take care of it and then resume the ritual as long as you have the Pw left to finish it. (You could also drink gain energy during the ritual.) The only way for a ritual to fail, possibly backfiring with bad effects, is for you to run out of Pw while it is incomplete.
In addition to its preconditions, each ritual also has some postconditions: common to all rituals is that you have been casting the ritual for at least some length of time, but there may be others, such as standing on the square where you began the ritual, or have another item, or kill a monster, or something. There may also be other conditions such as “moving off the space where the ritual started breaks and halts the ritual”.
Every time you stop casting a ritual (whether it succeeded or failed), it increments the spellbook’s spestudied field; the book will eventually disintegrate after casting it a certain number of times.
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.
Ideas to change terrain symbols to reduce overcrowding of the # symbol:
Deeper in the dungeon, rust traps might target your pack instead of your armor or gear, and could possibly be renamed to “water trap”. On deeper levels and particularly in Gehennom, rust traps phase out to be replaced by acid traps. These deal corrosion and acid damage (and quite a bit of it, like having multiple potions of acid dumped on your head).
Magic traps’ blinding and summoning monsters effects should be split up, since both at once tends to make them much more fatal, especially to early players. Alternatively, make the summoned monster selection with a lower-difficulty pool of monsters.
Advanced spell forms are slightly problematic. Certain spells (fireball and cone of cold) which have advanced versions automatically kick in when the player is Skilled or above, and can’t be cast using the lesser form even if the player wants to.
It’s a problem that utility spells with a high failure rate, such as identify at 95% fail, is a mere inconvenience to players, since they can sit in a closet with a stack of food and wait for their Pw to recharge until they succeed. This is not really a problem with combat spells, since the penalty for failing to cast the spell correctly is a disadvantage in combat, where time and Pw matter. Some possible ways to address it:
real Pw = base Pw / success
rate
. Under this formula, a 15 Pw spell at 95% fail becomes a 300 Pw
spell at 0% fail. This means the Pw cost should be exposed in the spellcasting
menu rather than failure rate, even though failure rate still needs to be
calculated. Maybe use different colors in the spellcasting menu to denote
spells you can cast now, spells you can cast by waiting to recover more Pw,
spells you can’t cast even at your current maximum Pw, and forgotten spells.Instead of books having spestudied charges which leads to a lot of issues with polypiling, you read them once and they disappear, but you get 3 times the spell memory. This is intended to remove tedious spellbook micromanagement.
In a lot of folklore, iron wards away elves. This could be implemented in the game in several ways:
Mithril body armor prevents the Tsurugi of Muaramasa from bisecting you (or a monster wearing it, for that matter).
The current resistance system is unsatisfying, because most resistances separate the effects of something into a binary outcome: worse effects with no resistance, totally ignorable effects with it. Most resistances also are get-once-and-be-protected-forever, which is uninteresting in the long term.
Proposed solutions to this generally assume that there will be some distinction between resistance and immunity, which offers better (or total) protection but is not normally obtainable as a permanent intrinsic effect. This also enables partial resistances (as found in SporkHack) to be used, though some ideas still treat them as binary - either you have it or you don’t.
An Alchemist role, revolving around potions and alchemy, and likely requiring overhauls of several systems.
The invoke effect of the Philosopher’s Stone is heavily debated.
A really great Alchemist implementation would probably involve a full alchemy overhaul which adds herbs and fungi, harvesting ingredients from corpses, cooking, and interesting ways to combine everything. The challenge with making this is how to make it useful for other roles and not just the alchemist, and at the same time not overcomplicating the game with the new additions.
Monsters have different degrees of intelligence, which changes their strategy for doing certain actions like fleeing (do they flee intelligently like monkeys do, or in a random direction?) and using items (a dumb monster might try to read a scroll of fire and burn itself to death). At any rate, more intelligent than the current definition of “having hands and neither mindless nor animal”.
Very intelligent monsters calculate whether it is more advantageous in terms of damaging the enemy versus taking damage themselves to pursue a target in melee, keep a safe distance and attack from range, or flee. Complex solutions would involve the monster storing lots of data about which attacks it has seen its opponents perform; however, this might get memory-intensive and expand save files quite a bit. A possible algorithm that relies only on game state and is based on FIQhack’s dragon AI algorithm is as follows:
If able to attack at range (spit/breathe/shoot missiles/use items/etc):
If the target is in range but not adjacent:
Attack at range.
Else if the target is adjacent, and is at least as fast as the monster:
Attack in melee, or use ranged attacks point blank.
Otherwise:
Try to move somewhere aligned with the target, as far away as possible while still being in range.
Else if the monster is unable to attack at range but will be able to soon (dragon):
Stay out of line with the target.
Otherwise:
Close to melee range.
Make the identification game less regimented. Currently, a rational spoiled player (who will not take the risks associated with direct use-ID) is restricted to indirect use-ID (and monster use-ID) of most objects until such time as they can find a general, book, or scroll shop, at which point they can price-ID the scroll of identify and other items. Once identify is known (and could be blessed), the good items (as determined by price ID) can be fully identified. This is problematic because it’s not at all a gradual process, and it feels like it should be.
Some ideas have been floated to remove price ID outright (presumably, a shopkeeper would pay the same amount for each item of an object class as they currently do with amulets). This has some advantages; price ID is tedious, encourages stashing to some extent (because stashing near a shop where you can ID new things is good), and roguelike players who don’t primarily play NetHack tend to hate its price ID system. In this case, either the scroll of identify should start out identified for all characters, so that identification doesn’t take forever to get off the ground, or some other mechanic should be added so identify is easy to pick out for spoiled players (such as retaining price-ID for only that scroll).
A designer may not want to get rid of the price identification system entirely. But there are some options for amending it. Overall, it should become less regimented and predictable, and less necessary of a strategy. NetHack’s entire idea of price tiers doesn’t appear to be based on much of anything, and having items organized into tiers makes it easy to disregard entire sets of items once their base prices are known. Ideas include:
In an effort to make use-testing spellbooks less of a terrible idea, all characters should get a warning when reading a spellbook that’s way out of their comfort zone and they have very little chance of successfully studying it.
Make scrolls and spellbooks in particular partially identifiable outside of a shop without having to formally identify them or guess based on frequency (which are currently the ‘‘only’’ ways to identify them outside of a shop). Ideas:
Add a Craftsmen’s Guild to the game, as a method of advanced crafting (unlike the player’s simplified crafting such as alchemy crafting potions into other potions, or combining a blank scroll with a magic marker to make magic scrolls). The guild either has its own dedicated special level, or occupies part of a preexisting special level.
Metalworkers are probably the most important sort of craftsman for many characters. There could be multiple types, each specializing in one type of metal, or just one type that does everything.
Cantrips are level 0 spells that cost d2 or d3 power to cast. In order not to let them be unbalancing, they don’t train skill and are mostly useless, except in certain circumstances or for low-Pw spellcasters who can’t do much of the bigger stuff yet. ais523 suggests that good candidates for cantrips might be things that have little combat use, and whose effects could be duplicated by backtracking or other tedious things, but would be useful to avoid boredom. Given their cheapness, they should probably not train skills, and may not even need spell schools.
Most ideas for cantrips seem to be a little too powerful and would do better off as normal spells (and may be listed as independent YANIs for normal spells); however, those that seem like they would fit are listed here.
Address startscumming by introducing a point buy system for starting characters: unrandomizing starting stats and inventory and letting the user spend points on stats and equipment however they like. (Note: dtsund’s class overhaul proposal also addresses unrandomization of starting inventory by simply removing all the random chances to get items, but it doesn’t involve point buy.)
Allow sinks to be catalysts for alchemizing things. (Or possibly add a “cauldron” as a new piece of dungeon furniture, but that’s iffier.)
A radically different system from how alchemy currently works, known as “1 + 1 = 2”: no matter how many potions are in the stacks being dipped, only one from each stack is consumed, and two alchemized potions are always produced (unless they explode).
You can quaff an adjacent water elemental, giving you a YAFM (“The water elemental looks deeply offended.”) and angering it if it was peaceful. Drinking it does not have any effect on you, but deals 1 HP damage to the elemental, killing it if it was at 1 HP (“As you drink the water elemental, it disintegrates into droplets.”)
You can also dip potions into a water elemental to dilute them, which also produces the offended message and angers it, but does not do any potion effect or damage to it.
Artifact club The Pool Cue: it has the same damage as a regular club but causes several tiles of knockback to anything it hits.
Vampires shouldn’t be able to harm any monsters with a bite attack if the victim is bloodless, not dealing any damage or level drain. (Also includes the player if polymorphed into a bloodless form.)
An Infidel not carrying the Amulet can still cast spells (in contrast to the current setup where they cannot), but instead of casting the spells with Pw, they use blood magic and use HP instead. It doesn’t necessarily cost as much HP as it would Pw - there can be a scaling factor.
If trying to cast a spell that would cost more Pw than the hero has current HP, they die.
A monster, possibly called a “maid”, that cleans up the dungeon. It will pick items lying around on the floor, move chests and boxes into corners, wipe out engravings it finds on the floor, and so forth.
Revamp Gehennom by making its main branch substantially shorter, a “hub” branch containing stairs or portals to a bunch of sub-branches containing demon lords’ lairs. Most of the lairs are optional, but at least some of them are required in order to enter the Sanctum. Each demon lord that you don’t kill, however, incurs a unique, harsh effect or debuff on you once you have the Amulet. Suggested ones include:
Prevent giants from accidentally moving on top of a boulder in Sokoban, which incurs a luck penalty. This is probably most easily done by only allowing them to move on top of an unpushable boulder by prefixing the move with m.
Another possibility is just to prevent giants from stepping onto boulders in Sokoban at all, giving a message “The ceiling is too low for you to step over this boulder.”
A new game ending where you can take an fake Amulet of Yendor into the Planes. This is only achievable by having your fake Amulet be unidentified, and have some combination of high Luck, being crowned, and high alignment record. The idea is that your god is so blinded by your excellence that they allow you into the Planes without checking that the Amulet is real.
In the Planes under this scenario, the Wizard’s harassment stops (if indeed he was harassing you at all; you don’t need to kill him or do the invocation to get into the Planes under these conditions).
When you get to Astral and offer the fake Amulet, you trigger a different ending in which your mistake is realized and you are condemned to become one of the player monsters roaming around on Astral until the hero with the real Amulet shows up.
If you are wearing a greased cloak, it should not count as one of your carried items for purposes of determining if you can squeeze through a diagonal choke point.
Artifacts have a minimum XL associated with them. You can’t get a given artifact through sacrifice until you are at least its defined minimum XL.
A new type of pudding or slime (though possibly a j or b monster) that has a high speed and good attack and splits whenever it takes damage. Its entire strategy is based on surrounding you with lots of clones that all have the same high attack as the original. Has a high monster difficulty; possibly, their attack stats and difficulty should be high enough that they will usually not show up until Gehennom.
This is unintentionally quite similar to Brogue’s fearsome pink jelly.
Mummies have a constitution-draining touch attack, which possibly also inflicts a ‘withering’ intrinsic that deals damage over time and abuses Constitution every turn.
Mummies could also “cast” a curse on you, not to curse your items, but to make you sink through the floor, sending you down 1-3 levels.
Disenchanters’ touch attacks can cancel individual items in your inventory (not just armor) as well as merely reducing the enchantment of armor. Or possibly add a new R monster that has this ability, and leave disenchanters as they are.
Collect a bunch of Evil Patch Ideas and turn them into scary false rumors.
Implement multiplayer as a system where each of the players is in a completely independent dungeon, generated with the same seed so that all levels and branches are created identical. There is a swapchest-like system for exchanging items between the games, without any limits on what can or can’t be swapped, other than unique items and that items can only be swapped within the same co-op game, not all existing games.
Merge the potions of booze and confusion together, because booze is basically just a weaker form of confusion that also has a minimal amount of nutrition. It’s not certain which way they should be merged: deleting booze and favoring confusion has the advantage that monsters can still flavorfully throw it at you in order to cause confusion (you don’t get instantly drunk from being splashed with booze), but deleting confusion and favoring booze is attractive because it’s a more flavorful item in general, what with having a dual confusion/nutrition effect, being nonmagical, contributing to levels like the Wine Cellar, etc.
Add a new sort of body armor that makes a compromise between studded leather and crystal plate mail - less AC than crystal plate mail, but more than studded leather (so around 5 AC), weighs more than studded leather but less than crystal plate mail (so around 300-350 aum), and doesn’t hinder spellcasting at all. Possibly, “crystal scale mail”.
Possibly crystal plate mail’s base AC will have to be boosted, or its weight lowered, in order to avoid this new armor being just better (as it stands, a gain of about 2 AC in exchange for about 100 extra weight is something most players won’t take).
Create a procedural level generation algorithm for tower levels, particularly Vlad’s tower. Vlad’s tower should also be larger on the bottom than it is on the higher levels.
Add hallucinatory artifacts (it’s not clear where these would actually appear in the game): The Lost Orb of Phanastacoria, the Bizarro Orgasmatron.
A monster that gets more powerful every time an attack misses it.
Placing bag-of-holding-explosion-causing items into a bag of holding blows up the item that is trying to be placed inside, but does not harm the bag itself. If the item causing the explosion is a second bag of holding, its contents end up inside the outer bag.
When you are quoted a price for an unidentified item, it is automatically remembered on the discoveries list. (Not specified how this would interact with being quoted a different price by different shopkeepers, or being quoted both a buy and sell price for the same item, or whether this price should be stored as the object type-name or independently from it.)
Allow configuration of a list of monsters that the player should be prompted to confirm fighting before automatically attacking by moving into them. Fighting with F bypasses this check.
Also, possibly add an option to make this behavior happen for any monster.
Additional clerical spells for aligned priests to cast: raise undead, floor to lava, ball lightning (not a ray and thus not reflectable), summon elemental.
If a mind flayer eats your brains while you are confused, it becomes confused.
Improvements to secret doors:
In certain cases, you can see what telepathic monsters can see in a radius of 2 or 3 centered on the monster, assuming it fails a saving throw versus you reading its mind.
Deafness should provide total protection against cockatrices’ hissing attacks.
Make orcish armor out of bone rather than iron.
Make it possible to leave bones on certain levels that have a branch entrance in them (mainly mine entrance, sokoban entrance, quest), by virtue of removing the branch entrance before saving it as bones. If branch upstairs are removed in this manner, replace it with a pile of rocks; if downstairs are removed in this manner, replace them with a pit.
If the player drops a leash that’s in use or gets teleported away or dies, etc, the pet starts dragging the leash visibly on the map like a player drags an iron chain.
You can douse an angry shopkeeper in Lethe water to make him forget you.
Fruits can be applied to create potions of fruit juice.
Digging through a vault wall counts as 5 tiles (for digging time or wand of digging purposes), and dulls your digging tool’s enchantment by 3.
Falconer role that starts with a kestrel and special arm-protecting gloves.
Make the Castle a side branch, putting two down staircases on Medusa, one of which goes to the Valley and the other of which goes to the Castle branch, first preceded by several maze levels.
Allow the game administrator to put a random value that will be mixed into the game’s seed into the sysconf file, so that RNG-predicting manipulation can’t be used.
Sunsword does extra damage to vampires and trolls, on top of its normal bonuses versus undead.
Deafness protects against cockatrice hissing and therefore their stoning. (This might be too powerful; it might need to just reduce the chance of stoning rather than eliminating it altogether.)
Allow sufficiently skilled characters to multi-fire while levitating.
Make the breakage rate of ammo tied to the player’s skill ‘‘cap’’ in its corresponding skill, in addition to the actual level the player has advanced that skill to. This incentivizes roles which start with ammo to use it rather than finding a subpar melee option because any ammo they would fire early on would break..
Allow Rangers to advance bow skill to Master.
Intrinsic teleportitis is no longer binary; you build it up by getting the intrinsic from multiple corpses. With more of it built up, the random teleports happen more frequently (essentially, “teleport opportunities” happen at the same rate the currently do; if you have N% teleportitis, you have an N% chance of teleporting on each opportunity).
However, the effect wears off over time and eventually fades completely (with some message like “You feel less jumpy”, so the hero knows they can’t Ctrl-T at will anymore).
Extrinsic teleportitis remains the same, triggering a teleport at the same rate it does currently.
This implementation meshes well with a partial intrinsic system like in SporkHack or EvilHack.
Applying a pruning hook (or possibly any polearm) to a space containing a tree, assuming there’s no monster occupying that space, it triggers the regular bees/fruit from the tree without needing to kick it.
Some, most, or all roles begin the game with high or maxed Luck. Of course, without a luckstone, this times out over a few thousand turns.
Various alternate endings for the game:
Also see the Astral Escape Patch.
Ranged attacks get an accuracy bonus if you rested the previous turn.
Drop bears: possibly t-class monsters (or z-class, if the SLASH’EM zouthern animals monster class is used) that hide on the ceiling, generating next to or near trees. They are unimpressive in combat, except for the nasty amount of damage they deal with their initial dropping attack. Can only go back to hiding when next to a tree.
Restore ability sources (including unicorn horns) only restore stat points up to their starting values, not to the highest values reached. Alternatively, restore up to the average of the starting and maximum value, rounded down.
Tourists begin the game with walking shoes.
Give some monsters the M2_SWIM ability: rats, possibly dogs, possibly horses.
One of the playable races, possibly halfling, should get a permanent +1 to Luck similar to the full moon effects.
Higher skill in a spell school allows you to subtract some points off its Pw cost.
Make quasits generate in large groups.
When hallucinating, you hear monsters that can speak say funny things. Possibly only when chatted to; they say “O great wise [bogusmon], how may I help us defend us all against wicked adventurers who quest for the sacred Amulet?”
Have a value that tracks the next turn Luck will check its timeout. Once the timeout ticks, it will re-randomize this value to some other turn.
Make most if not all rings chargeable:
Give unicorn horns a to-hit penalty: they are not a manufactured weapon, and are not designed to be wielded in your hand.
Being very fast reduces your AC and/or to-hit.
A “reset button” for Sokoban, which restores all the original holes and resets all the original boulders, and places the player on the downstairs (or is reachable only from the downstairs). Probably not activatable after the level is solved. Flavored as some sort of mechanism.
Monster hallucination, if implemented as a status, should be rather stronger than confusion: when confused, monsters can still see what the other monsters around them are, but when hallucinating they ought to see the same random monsters as the player does, and lash out at any of them.
Float stone, a gray stone which has negative weight. Non-stacking, and rare. If you get enough float stones to more than cancel out your own weight and the weight of any possessions you’re carrying, you levitate. Possibly doesn’t work when put into containers, or at least doesn’t get multiplied by the effect of a cursed bag of holding. May gain positive weight when cursed, or greater negative weight when blessed (or vice versa).
Manes and lemures should count as undead rather than demons, and should perhaps be moved to the ghost or wraith monster class.
Fix race base monster weights: human weights should be dropped from 1450 to 1000, elves should be dropped to 500, dwarves should weigh a bit more than elves, orcs should be between dwarves and humans, gnomes should be lightest.
Higher wand skill makes the shooter’s wand rays harder to dodge.
The higher your skill is with your wielded weapon, the lower the chance is that an enemy will yank it out of your hand with a bullwhip.
Engulfing by a water elemental or a monster with a digestion attack cleans off any cream pie blinding the hero has.
Leprechauns are occasionally generated with a sack of gold rather than gold pieces in free inventory. Though this would either have to be quite rare or only be possible on leprechauns generated outside leprechaun halls.
Potion throwing is a skill, and enhancing it will let you get stronger effects out of thrown potions. Later game monsters may throw potions with this skill enhanced. If traps throw potions, they always do so at Unskilled.
Wizard-harassment summon nasties should produce a “Monsters appear from nowhere!” message, and this message should force a –More–.
Very rarely, when eaten, candy bars have a Golden Ticket inside, which does something good like grant a wish. (Requires some method of not being farmable; possibly, polypiled candy bars have obroken set, and obroken candy bars never have a ticket in them.)
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.
Make the amount of bonus movement points from temporary speed directly dependent on its remaining duration, with it gradually decreasing back to normal as the speed wears off. Also provide diminishing returns where giving yourself more speed boosts on top of already having temporary speed gives you less extra duration than it otherwise would, until eventually you can’t get any more duration than 1 per turn. These bonus movement points should also stack directly with all other speed sources, and be visible to the user in the status bar.
Additional temporary effects accompany drinking a potion of booze. The effects wear off when the confusion does (so if you extend it by, say, drinking a potion of confusion, the effects are prolonged). There is consensus that there should be both positive and negative effects; all of the following have been proposed:
Casting a forgotten spell consumes some Pw, perhaps one point per spell level, or just a random amount, in addition to its confusion and stunning effects.
Elves and possibly Rangers get an alignment penalty for cutting down trees. Dwarves get an alignment bonus.
The confused scroll of identify, if non-cursed, identifies a random unknown object class and adds it to your discoveries list, even if you’ve never seen any of that object.
Blessed scrolls of identify, if the player selects a container, will bring up a second menu that allows items in the container to be identified.
Move angelic and demonic maledictions out of quest.txt/quest.lua; they have nothing to do with the quest. They should probably still live somewhere in the dat folder.
Long worms and pythons can be saddled and ridden as steeds, but only if you are a small monster.
When you have displacement, you displace your pets appropriately even when stunned, confused, or hallucinating, rather than attacking them.
Dogs will eat candy bars off the floor, but will then get sick or nauseous from eating it.
Turn trying to open a door into an occupation: if you get attacked or otherwise distracted while trying to open the door, you will stop, but you don’t have to manually keep trying and failing to open it.
Covetous monsters can warp to the up stairs only if they know where the up stairs are. Demon lords would know this in their own lairs, but not otherwise, and monsters randomly spawned on a level may or may not.
Cancelling a unicorn horn makes it non-magical and removes its curative properties.
Make identify scrolls generate blessed more often (perhaps 1/3 of them blessed, 1/3 uncursed and 1/3 cursed, or 1/2 1/3 1/6, or something) to remove the incentive for players to hoard everything until they can get holy water.
Use timing-out intrinsics (beneficial ones gained from corpses) to invert the hunger clock: use the limit on how fast you can hunger as a restriction on how many intrinsics you are maintaining.
Provide an option to label branches with the branch name instead of using “Dlvl:” all the time. Also allow it to be shortened to “DL”, with no colon, for those who want extra space in the status bar.
Track “did not enhance any skills” as a conduct.
Merge the rings of slow digestion and hunger into a single chargeable ring of digestion. Negative values increase hunger faster, positive values slow it down. Duplicating the effect of a vanilla ring of slow digestion would require getting a +10 ring or stacking up to 10 with two rings. (Possibly the negative/positive values should be switched, but that would complicate the generation code.)
Kicking a sink can dislodge a small swarm of sewer rats (and possibly some other random r monsters), or snakes, in addition to its other kick effects. Unlike puddings which are one per sink, these don’t stop coming until they’re extinct.
All sinks spawn with a ring buried beneath them. If you kick the sink and get the “Flupp! Muddy water” message, the sink will spit out one of the rings buried under it. This removes the need for the S_LRING flag, and also allows players a non-destructive way to retrieve rings they dropped down the sink.
Condensing all of NetHack’s poison mechanics into one unified mechanic:
Sokoban will either contain a prize of ‘‘three’’ amulets (one reflection, one versus poison, one other), or three bags (one holding, one oilskin, one other).
Meleeing monsters while you are afflicted with a zombification disease will start zombifying them.
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.
Some weapons’ unidentified appearances are shared with other weapons, so characters who start the game without knowledge of many weapons have to play a bit of an ID game with them. For instance, scimitar and katana could just be changed to “curved sword”. This has problems, though: it doesn’t translate very well to tiles (tiles of weapons sharing a description would have to be made identical), and it’s vulnerable to weight-ID if two weapons with different weights share the same description.
Add a “fruit” database entry: “They say this is edible. Some adventurers have strange tastes.” and tweak the database code to recognize a typed-in fruit name in the game as this entry.
Special message when a self-concealing pet “reluctantly hides under” a cursed item instead of stepping over it. Or maybe pets which hide under objects will never hide under cursed objects.
Proposed nerfs for ring and wand destruction due to electric damage (some of them extensible to scrolls, spellbooks and potions for fire and cold damage):
The chance of failing to polymorph into a target monster (whether chosen randomly or intentionally) depends on the base level of that polyform relative to your own level.
The hero can either not write unknown scrolls and spellbooks at all (writing by appearance is still fine as long as the appearance is known), or else the chance of writing one increases with every scroll and spellbook the hero identifies.
In variants with felt markers, allow them to write spellbooks and scrolls of mail - the other scrolls are the only thing they can’t write.
Clerical spell that gives you a certain duration of a property that steals enemies’ maxHP and heals you when you hit things in melee.
You can put rocks into a sack, oilskin sack, or bag of holding and then wield it and swing it at enemies. (This uses flail skill.) Damage depends on the total weight of the rocks.
Augment the stealth system by adding a monster AI attribute representing “hasn’t sensed you yet, or has lost sense of you”. Also allow players to take a deliberate action to conceal themselves. This would allow for players to hide in (or flee into) a corner or closet and allow a monster to pass them by, then get the jump on them afterward (perhaps in the form of a bonus for attacking an unsuspecting monster). Some monsters should ideally be able to conceal themselves as well, perhaps even by casting illusions that make a door appear as a wall or something to the hero, until discovered.
Gnomes spawned with a sufficiently high starting level, or else just a fixed percentage of gnome lords and a different fixed percentage of gnome kings, generate with a touchstone.
Make potions of oil more common, so that the player has more area-of-effect combat options (for throwing firebomb potions of oil). Possibly allow hardware stores to stock them.
Merge the damage versus small and damage versus large stats of weapons, since they don’t really matter that much and add mostly pointless complexity. Damage should be more dependent on skill than on the size of the target monster. The only problem is how to stop the highest-damage weapons from becoming used by everyone because they’re so optimal; perhaps skill should do something drastic like add an extra die with every skill level, allowing you to have weapons that are decent at low skill (by having multiple small base dice) but poorer at high skill (because adding more small dice doesn’t work as well).
The game makes fully clear to the player, in-game, how the skill system works and what the consequences of investing points in a skill means.
You have access to the full total allotment of skill points from the beginning of the game (effectively making it so that gaining more levels isn’t required to unlock skill slots). To compensate, you can only train skills by fighting at-difficulty monsters or higher, so you can’t train everything by farming weak monsters.
Scale monsters’ hit dice bonuses based on their size. In order to reduce the high amount of variance monster HP currently has, monster HP is now computed by this formula: (HD)d4 + HD\*2\*(size)
, where size is 0 for MZ_TINY, 1 for MZ_SMALL, and so on.
You can light a greased sword on fire. Attacks with it will deal fire damage for a few turns until it burns out.
New object property “identification”. Generates on containers, and type-identifies any item put into it.
When a boulder drops on a tile containing another boulder, it tries to roll to an adjacent tile. If it can’t (because all adjacent tiles have boulders or are walls), it drops as a second boulder like normal.
Don’t allow giants to carry an infinite amount of boulders.
Thrones have an affiliation with a monster. Only the affiliated monster can sit on it and use it. It starts out as the king monster generated on the throne. If the monster dies, its killer becomes the new affiliated monster. This would need some flavor for why the king doesn’t just sit on it and use it until it vanishes; there are a few possible ways to handle that. One is that though the throne effects are good, the king is flavored as not wanting to lose the throne. Another is that throne rooms will start empty except for the king and maybe a couple guards, and the king does in fact use the throne’s powers against you (without risk of it vanishing since he is the original owner, or something).
Use the builtin pathfinding algorithm to trace a path between the upstairs and downstairs of each level in the Dungeons of Doom. Along this path, remove or relocate any traps, and (in early levels, perhaps up until the Oracle) convert any secret doors or passages along the path into regular ones.
Flesh-eating scarab beetles: they may reproduce every time they bite you.
Hallucination should cause statues to be seen as monsters that don’t move and perform nonsense actions.
Rename AD_SEDU to AD_CHRM because it’s not really seduction.
Erosionproof items should be immune to disintegration as well.
Intelligence can be abused and exercised, but unlike other stats, exercise will never bring it above its base value (or the value you have raised it to through gain ability).
Sources of abuse: mind flayer brain eating, zombie attacks. Sources of exercise: reading spellbooks, writing spellbooks, writing scrolls, learning a new spell, getting a major Oracle consultation for the first time, possibly some of the uncommon, non-farmable ways stolen from the things that exercise Wisdom.
Random chance of getting lead poisoning while quaffing from a sink. This abuses Int and Con.
Reflavoring of Heaven or Hell mode: everything explodes when it gets hit by anything. A.k.a. “HackSplosion”.
Summoning spells examine how many summoned monsters are currently on the level, and cap it at some point so the level can’t fill up with more and more summonstormed monsters.
Every spellcaster should have its own list of spells it can cast. (Archons and possibly nalfeshnees should be casting clerically aligned spells rather than mage spells.)
Challenge rooms that occasionally get embedded into Gehennom levels. They are sealed off somehow, perhaps with solid stone you need to dig through to enter. They are not intended to be required, and contain some sort of reward. Rooms might include:
Mummies have a curse item attack that would probably make them not fun to have in their current quantities. So mummies are not randomly generated; they appear in graveyards and some special levels like the Catacombs and the Archeologist quest, but otherwise do not appear.
Buff zombies, to make them more of a threat. Import FIQHack zombification (a zombie bite will place you 90-100 turns away from turning into a zombie, each additional bite decreases the timer by around 10 turns, but it will go away by itself if the timer doesn’t dip below 40); boost their difficulty, but keep their HD low; allow them to revive themselves less frequently than trolls, but also revive themselves whenever another zombie steps over their corpse.
Add a monster species flag for “zombifiable”, and track zombification or mummification as flags on an individual monster, removing the need for Z or M to be separate classes.
Add hallucination effects to (many, perhaps all) scrolls:
Change the confused effects of the scroll of punishment: blessed mollifies your god if angry, uncursed increases anger by 1, cursed increases anger by 1 and your god smites you.
Differentiate between poison, which comes solely from ingesting it, and venom, which comes from getting toxins in your bloodstream from a bite, claw, or sting. Monsters like spiders can be both poisonous to eat and venomous when attacking.
More marginal corner-case uses for gems (similar to the amethyst/booze interaction):
Remove the scroll of stinking cloud in favor of a potion that when shattered releases a stinking cloud. Drinking this makes you vomit or become ill.
Add “You vaguely feel a vague sense of vagueness” as a hallucinatory message.
Revamp Astral so that the challenges to player mobility, options, and time don’t all depend on being crammed in by monsters. One idea is to have spellcasters that summon force fields / temporary walls to block your progress.
Higher pickaxe skill increases digging speed.
There is a cap on the number of smoky-potion wish-granting djinni that can appear in one game.
Eating a cockatrice corpse only petrifies you 85% or so of the time, the rest of the time it “tastes like chicken”.
Make death magic resistable by an amulet or ring. Possible names and corresponding exact effects vary:
Artifact bullwhip that grants extra damage against tigers and other animals, and grants better passive pet-control effects.
Have different summon nasties lists, based on what monster is doing the summoning. If a demon summons, you get mostly demons; if an undead summons, you get mostly undead. Needs some more lists for lawful summoners like titans or Archons and Quest nemesis spellcasters. The current list is kept for the Wizard of Yendor.
If hovering over a trap door and zapping an opening beam downwards, the trap door becomes a hole.
Luck ideas:
Touchstones no longer count as magical items. (Real-life touchstones aren’t.)
Fixed crysknives never revert.
Tinning kits include tin openers implicitly, so if you wield it you can open tins.
Monsters who can use items and estimate that they are strong enough will attack crossaligned unicorns to get the horn.
Rogues have a 20% (or 10%, or whatever is balanced) chance of stealing a random lightweight item (say, less than 5 aum, or less than 20 aum to include potions) out of a monster’s inventory with every successful melee hit they make. This chance is increased if they are hitting with no wielded weapon or have no secondary weapon or shield, and maybe should scale with experience level too.
Shopkeepers type-identify any item they sell you. (This allows the player to type-identify an item by selling it and buying it back.)
The Oracle sells type-identification of any one carried item for a fee.
Werebane provides protection from shape changers and immunity to lycanthropy while wielded.
Make being on fire a status effect, which deals damage over time. (Other obvious things to make into damage-over-time effects: poison, bleeding/internal damage.)
The Oracle has the same item as the prize in Sokoban, so you can pay her to tell you what the prize is (because she’ll have it with her). This opens up a strategic choice where players can decide whether to kill her and skip Sokoban, or not. She will need to be quite stronger than her current abilities are, with passive attacks that work even at range. Alternatively, she could carry the other Sokoban item, depending on how formidable she is.
The Oracle now prompts the user to ask a question. Her oracularities now have associated keywords (a many-to-many relationship); if you use keywords, she will select an oracularity matching as many of them as possible. If she doesn’t know what you’re asking about, she gives you a random oracle (with a slightly different message to rationalize why she’s going off topic). This could even be leveraged to ask about information that’s normally hidden from the player; for example, asking about the Sokoban reward or the location of branch stairs.
The fireball spell’s unadvanced form creates a single fire explosion at a targetable square, rather than a ray that explodes, so you can cast it at squares that aren’t directly aligned with you.
Change trap symbols and colors to be more unique: holes should go on their own glyph, level teleporters should be colored bright magenta, trap doors should be colored green.
Add a message for a monster you can see that polymorphs via a polymorph trap (or, come to think of it, any source, like the player zapping it at them).
Racial shopkeepers give the player discounts. This could be in the form of a direct buy price reduction (must be capped at 50% of the base cost though to prevent farming) or treating the player as if they had higher Charisma. If the shopkeeper hates your race (for example, elves versus orcs), they will also block the entrance to the store as if you were carrying a pickaxe.
Wishing for an artifact drains two charges from a wand of wishing. If it’s a wrest wish or from a source that only gives one wish like a djinni, you merely get the base item type instead.
New object property, burden. Makes the item heavier than it is normally. Objects with this property generate cursed 90% of the time.
Reduce the level of the spell of create familiar to 2, and give it a dedicated list of summonable monsters based on skill level: Unskilled creates only kittens and little dogs, Basic will pick a random non-fully-grown dog, cat or horse, Skilled will not create kittens, ponies, or little dogs but otherwise will choose any d, u, B, or f that isn’t a unicorn. Expert will choose from the Skilled list, plus any q or w. If not doing that, as a more minor change, don’t create any monster that is always hostile.
Maximum HP depends totally on three factors: function(role, race, XL) + function2(XL, Con) + (all bonuses or penalties from other sources, like nurses, full healing potions, fire traps, etc), with some diminishing returns on the third factor.
Reorganize which roles get which special spells, based on the change that every role should always have a 0% failure rate at casting its special spell.
Reduce the base price of the scroll of blank paper to something low and unique. It should probably cost less than the scroll of identify, but not be incredibly cheap.
Split weaponless conduct into melee-weaponless, ranged-weaponless, and spell-less conduct.
Fire elementals and vortices have a light radius of 2, not 1.
Humans have a slight advantage in their chance of taming creatures.
The spell of identify is an unlimited replacement from the scroll that makes them rather useless, so nerf the spell so that it only type-identifies items (beatitude, enchantment, and charges will not be considered). If you want to learn these things, you must use scrolls of identify.
Archons emit light, in a radius of 2 or 3.
Unicorn horn skill is also trained by curing things with it, and its chance of fixing something increases with skill level.
Skills should be trained even when damage output is 1 (but cutoffs would probably need an increase). Skill level cutoffs should probably be rebalanced anyway; for example, it should take longer to train long swords than it does for broadswords, and this could add an extra dimension to weapon choice.
Expert use of the wand of lightning doesn’t create a lightning explosion on the first target it hits; it creates chain lightning instead that may hit adjacent targets.
Reduce gnomes’ Str and Con caps, but ensure they get decent Dex and Int. They should be obviously different to play than humans (rather than being mostly superior). Dwarves should have a Wis cap of 16. Elves’ Dex cap should be higher than humans’.
A t-class monster that generates on a wall space and pretends to be part of the wall, then attacks/eats you when you step next to it.
When killed by a monster that brings you back as something else (zombie, vampire, green slime), you might not die; you may continue playing in that form with permanent intrinsic unchanging. This might make it actually beneficial to get killed by a vampire, so the chance of continuing can’t be 100%, or else it can only work in a limited set of mostly-uncontrollable circumstances (like maybe a vampire’s or zombie’s bite takes you down to exactly -1 health). Green slime death is probably okay to stay at a 100% chance, though. Also needs some thought for how the unchanging squares with being a vampire and wanting to #monster into different forms. Perhaps intrinsic unchanging, unlike extrinsic, allows a monster to change into its normal alternate forms, but nothing else. Some other downsides should possibly be present too, like you don’t get your normal amount of HP and are stuck with the amount given by your new form.
Make the “Destroy old game? [yn]” prompt harder to destroy a game than simply hitting y. Probably ask “Are you sure?” and force the user to type out yes.
Female oviparous monsters sometimes drop eggs of their species when killed. The chance is reduced if the monster was dead and revived.
Add a field to struct rm (or possibly reuse the flags field which is 5 bits) that determines the type of tree that is on that space, if typ == TREE. This enables you to control what kind of tree it is, and what kind of fruits you will get by kicking it, and whether you can get bees from it. Also add a level flag that allows a level designer to specify that all trees on the level should be barren.
War hammers are a two-handed weapon, with much higher damage than they currently have. Slashing and (maybe) piercing weapons no longer get a Str bonus to damage, only bludgeoning ones do. Probably need to rebalance weapon damage types and attribute bonuses completely.
Expert and higher martial arts lets you hit twice, but only if your first attack hits and you are wearing no shield.
Elbereth should work from the very outset of the game, but get less effective over time.
A flying monster with a displacement attack, which attacks from water in order to displace you into water. Also a bull monster that charges at you, and will either displace you if you pass a Dex save or gore you.
Vary the monster AI for using miscellaneous items; some monsters like trolls are “hoarders” and will not use misc items unless there is a compelling reason to do so; others will use them at the first opportunity.
Remove deathdrops entirely, and instead give monsters items in their starting inventory with the same rules as a deathdrop.
Yellow lights possibly have a light radius of larger than 1. Also add white lights, white-colored y-class monsters which have a light radius of 3 or 4, with a blinding gaze attack and no explosion attack (unless keeping the explosion attack is too thematic to the y class, in which case it should blind for a long time).
Polymorph traps do not instantaneously polymorph you; instead they start a short timer during which the player has time to either stop the polymorph from occurring (through healing potions, or prayer, or some other decently common consumable) or put on a ring of polymorph control or amulet of unchanging. However, magic resistance no longer protects against this effect.
Erosion has more than four states, though it still only displays as “eroded”, “very eroded”, or “thoroughly eroded”; different rusting sources can cause different levels of rust (e.g. dipping a long sword in a fountain or getting hit by a rust trap would probably only cause a small amount of rust, whereas a rust monster might cause a lot.) This would enable a more fair way to have things “erode away completely” like they do in Grunthack, since you would be able to disengage any thoroughly eroded piece of gear before it was at serious risk of vanishing.
If attribute changes from exercise and abuse are blocked due to the ring of sustain ability, they accumulate, and once you take the ring off they will all gradually apply over the next few exercise cycles.
Invisible monsters wearing a mummy wrapping show up as an I (you don’t get to see what they actually are), but an I that moves and doesn’t persist on the map.
Player monsters, crossaligned priests, and hostile angels on the Astral Plane are able to steal the Amulet from you. Should they get it, they will try to make a beeline to their high altar to sacrifice it. The player is also able to steal the Amulet back, though; and wearing the Amulet acts as one turn of protection against it being stolen; an attempt to steal it will just remove it from your neck. If something else ascends, your game ends in an escape. However, all these monsters are hostile towards the Amulet-bearer, not you; so if it gets stolen from you, the pressure will let up a bit.
Knights start mounted, or else are trained enough to mount their horse from turn 1.
Elves should be able to squeeze between two trees diagonally.
Monsters that are in a “wait for the player” state should use different AI for decision-making (i.e. not using their teleport control to attack the player).
Several improvements to the level-defining des files:
Foocubi levelport away instead of teleporting on the same level.
Djinni (except on the Plane of Air) may drop a scroll or wand of wishing when killed. But when you kill a djinni, all future djinni will spawn hostile.
Mummy traps, a new trap type that generates with a very desirable item: highly enchanted gear, magic markers, items with object properties, etc. However, when you pick it up or interact with it in any way like teleporting it or having a pet collect it, a bunch of mummies appear around you (they would obviously need to be more threatening than they are right now). Also can have a “mummy room”, a special room that contains one mummy trap and nothing else.
Add some region code preventing monsters from generating in (or even better, moving into) the pit corridors in Sokoban until the level is solved.
Elaborations on the Fort Ludios minesweeper proposal by ais523:
Non-inaccessible closets have a small chance of containing a monster on level generation.
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.
Ankh-Morpork levels in the Tourist quest should be populated with some peaceful humans, dwarves and trolls. However, the levels should also then avoid having lots of narrow corridors so it’s not incredibly frustrating to traverse them. (Or implement peaceful displacement).
Implement a strangulation or “can’t breathe” timer, which unifies strangulation, suffocation, food choking, rope golem choking, and drowning, and also provides a clean way for monsters to have a suffocation attack.
Make all magic portals on the Elemental Planes immediately visible. The challenge should be surviving for long enough to get to the portal, not wandering around till you find it. This is because “Hunt for the Magic Tile” already exists on the vibrating square level, and is not very compelling.
You can invoke the Amulet of Yendor exactly once for a wish, with some unspecified major drawbacks.
Since boulders are round (clearly so; any character regardless of low Strength can roll it easily), and corridors are presumably not round, you can always squeeze yourself into the opening between the boulder and the corner of the passage. Inventory weight does not matter, because any reasonable character would push their knapsack through the opening first, rather than trying to go through while carrying it.
Split curse resistance off from magic resistance. Curse resistance is granted only as an extrinsic by a couple of artifacts, including Magicbane, and ‘‘maybe’’ some mundane item that isn’t any good otherwise (a mummy wrapping?), and behaves like Magicbane’s curse resistance does currently (“You feel a black aura surround the [item].”) Half spell damage without curse resistance no longer helps limit the number of cursed items, and a curse may still manage to bypass resistance, with current probabilities. There could also be an amulet versus curses.
Change zombies’ and possibly mummies’ claw attack to a bite attack.
More monsters should be locked to the grid and can only move orthogonally, like grid bugs.
A Word of Recall spell, which after a sizeable delay (3d5 or 5d6 turns) levelports you to one of several possible locations: Minetown, dungeon level 1, the Oracle, the Castle, the Quest. You will not travel anywhere you have not already visited. Does not work if you have the Amulet.
Fire and cold should both work as a cone, and should spread out over distance and possibly hit multiple targets, but with damage decreasing over distance.
Rays should reflect erratically or not at all from non-wall rock terrain, Walls are smooth, but rock is rough.
A new “illusion” or “disguise self” monster spell, which makes the caster or an allied monster appear as another monster of its choice until something disrupts the illusion (it gets attacked, otherwise takes damage, or it makes an attack). Monsters specifically cast it when you cannot see the target monster. It might be possible to implement this spell to be player-castable as well, but this would be less effective. (you could use it to fool monsters into thinking you’re another hostile monster so they don’t attack you, but not much else).
The illusion favors nasty monsters, but low-level spellcasters may only be able to create illusions of somewhat higher-difficulty monsters. A potentially evil addendum is that high-level spellcasters may use the spell to make themselves or other powerful monsters appear to be weaker monsters.
Perhaps if you have extrinsic see invisible (and only extrinsic), you can see through such illusions.
A colorless or colorblind conduct, settable with OPTIONS=colorblind or something similar at the start of the game, as a permanent affliction. When you are colorblind, it is as if the color option is forced off, and any items with colorful random appearances cannot be distinguished from one another (all gems are just “a gem”, all colored potions (but ‘‘not’’ ones such as fizzy, bubbly, white, black) are just “a potion”, ditto for colorful spellbooks) until formally IDed. Figuring out how calling object classes works might be tricky, because having it work as it currently does would mostly nullify the identification challenges of being colorblind.
Gold generated from monster inventories should be tracked by the game and tail off after a while.
The list of monsters that ignore Elbereth should be increased, but the list of monsters that ignore scare monster should remain the same or decrease (3.6.0 Quest nemeses excepted). Perhaps scare monster should be renamed to “scare creature”, as it scares humans and elves, which are not really monsters.
You can loot trees to get less fruit than you might by kicking it, but the chance of getting bees is much reduced. This might fail, in which case you might fall out of the tree and abuse Dexterity or something similar. If you are polymorphed into a Y, it has a 100% chance of success; if a human or elf, probably 80%; if an orc, 40-50%; if a gnome or a dwarf, 1-5%.
Disintegration blasts don’t reflect from a wall; they dig it out instead. If the wall is undiggable, the ray merely stops - it never reflects.
Getting lifesaved gives you experience points (because it’s a near-death experience). So should having a out-of-body experience from getting hit with death magic while hallucinating.
Getting lifesaved has permanent detrimental effects. Perhaps it reduces the stat maximum for an attribute as well as the attribute’s current value, like Wis or Con (Con is preferred, because it hits both carrying capacity and regeneration), and if the attribute it would reduce is 3 or below, life saving does not work at all. It could also possibly drain 1d3+1 levels.
A “morale” stat which replaces charisma, and decreases when you die and get lifesaved, eat terrible food, and so on, but it needs effects other than making you lose the will to go on if it gets low enough.
Dragon with slowing breath. The effect stacks with previous effects of slowing breath.
Carried loadstones prevent knockback, including Newton’s Third Law effects. Possibly it prevents levitation entirely.
Blessed potions of gain ability allow you to choose which stat to increase. Possibly, since this would ordinarily be a nerf, max that stat or give you a few points in it.
Throwing a cockatrice corpse into water turns it into a hard floor, or possibly ice, with the corpse buried in the new floor.
80% of locks on containers, determined by the object id of those containers, can’t be opened by a credit card because they’re a latch or padlock or something that can’t be jimmied open. Perhaps Tourists get a bonus that allows them to open more locks.
Silver weapons should be rarer than they currently are outside Gehennom and fairly common inside it.
Add a dogcatcher, who will come and impound your pet if it misbehaves (stealing from shops, killing Minetown citizens) and you don’t get it leashed before a certain amount of time has passed.
Stealing from shops via your pet doesn’t directly anger the shopkeeper, but the shopkeeper is aware of it and raises their prices to compensate and eventually won’t let you reenter the shop. Alternatively, the shopkeeper simply will block the entrance as long as ‘‘any’’ monster in the shop is carrying unpaid items, but this could be circumvented with a magic whistle.
Some version of key breaking, perhaps when trying to use a cursed key. However, this should not go the SLASH’EM route of allowing any unlocking device to break, since that just makes the player carry around extra keys. Skeleton keys should be made of bone and can break. Perhaps add a new key that is not breakable but is rarer than skeleton keys (stealing some of skeleton keys’ probability).
Lock picks and credit cards should possibly be able to break too.
The preparation method of tins should be deterministic, so that tins that stack together will have the same method.
Amulet of zombification. Increases your zombification counter while you are wearing it. Taking it off cures the zombification.
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.
Greed as an object property for containers: the container will refuse to open 80% of the time, costing a turn. Either any gold put into the container vanishes permanently or gold weighs nothing when in the container.
A monster that stands helpless if you can see it with normal vision (not infravision, or telepathy, or detect monsters or anything else), and attacks viciously if you cannot.
Wind dragons, a cyan D whose breath is a wind beam: it doesn’t damage you, but blows you backward, and can’t be reflected. Their scales grant flight, which now confers resistance against knockback and Newton’s Third Law.
Split up the effects of magic resistance, as it is too extensive. It protects against magical force, death magic, teleportation, polymorph, etc.
Most artifacts should have a negative to-hit bonus, so you’re encouraged to train the weapon’s skill with some weapon that isn’t the artifact.
A skill system with more intermediate levels, such as Unskilled, Basic, Competent, Skilled, Advanced, Expert, Master, Grand Master.
Gnomes get a racial bonus using aklys and crossbow. Should probably be implemented by affiliating an item type with a certain race, adding this as a new object attribute, and only specifying it on racial items (elven armor, orcish weapons, the aklys and crossbow, etc.)
Buff late-game undead, because undead’s significance in Gehennom tends to be pointless since they aren’t scary by the time the adventurer gets there.
Add some effect to Snickersnee so that it’s not just a slightly better katana. Ideas include confusion resistance, stunning resistance, displacement.
Rust monsters and disenchanters are quadrupeds, and should be q. (This would leave R empty though.)
Tripe rations should not generate randomly very often, but they should appear in the inventories of monsters that like tripe, such as orcs.
Players can polymorph dungeon features by zapping a polymorph beam down at it, with some special cases:
Asmodeus and Baalzebub demand gold proportional to their difficulty or monster level, not the player’s wallet. Possibly, if the player does not pay, they remain on the downstairs and will not move until the player has paid, which allows the player to return with the requisite amount of gold (and may charge interest for the time you spent keeping them waiting). However, they will get angry if you get below their lair in any way (possibly measured by testing your lowest level reached each time you enter the lair).
The timeouts for intrinsic invisibility and see invisible from eating a stalker corpse should be very long.
The water walking property protects inventory from water and protects against drowning attacks.
Chicken eggs identify as such when you formally ID them, and all eggs of a known type stay identified for the rest of the game.
Level sounds on every level with a branch stairs. For spoiled players, the main benefit of this is to help locate the stairs to Vlad’s Tower.
Roditaur: new humanoid monster that has an oversized rat’s head and four arms. Has a powerful bite attack and four weapon attacks.
The Bell of Opening is carried by your quest leader, who gives it to you when you return to them with the quest artifact. This solves the problem of making a game unwinnable by permanently changing alignment, since you can also get it by killing the quest leader. Should the leader leave the level (by levelporting down, for example), they are considered derelict of duty and the player can start the quest.
Monster status “discord”, which causes a monster to be seen as a target and be attacked by other enemies. On the player, discord is the same as wielding Stormbringer. Discord is available through the spellbook of discord.
Conflict affects things in a radius. The ring of conflict is a chargeable item, affecting this radius. Wearing multiple rings of conflict stacks the effects.
Merge the P and b monster classes, on the grounds that puddings and blobs are both classes of amorphous monsters that are sparsely populated. (Some attempts have been made to also merge the j monster class in.)