#4625
Searching (whether manually requested via the “s” command or automatic from the intrinsic) should automatically search any chests or large boxes on your current square for traps in addition to searching the 8 squares around you.
Searching (whether manually requested via the “s” command or automatic from the intrinsic) should automatically search any chests or large boxes on your current square for traps in addition to searching the 8 squares around you.
Corridor generation should sometimes prioritize connecting a room to an existing corridor which connects two other rooms, instead of always having to terminate at a room and ignoring corridors that already exist. This would reduce or eliminate “wide corridors” in dungeon levels formed by two nearly parallel corridors generating on top of each other, and promote more interesting level shapes where corridors have neat 3 or 4-way intersections.
Add a themed room commemorating the long-lived tactic of pudding farming. It has the following properties:
If the Minetown Watch are hostile and subdue you (reducing you to 0 or low HP, or possibly only if you chat to them to surrender), they throw you in jail instead of simply killing you. This probably takes the form of a special jail level where you start out having regained your HP but have lost most or all of your possessions. The jail level is staffed with more watchmen (it could also be guards, but those are specifically guarding vaults).
There could be a variety of ways to escape:
Allow for gas clouds of different types (confusion gas, sleep gas, hallucination gas, etc) by passing an additional argument to create_gas_cloud.
Clouds of sleep gas would immediately have a use in Nazgul and orange dragon breath attacks, which are already described as such. They might also be useful for sleeping gas traps, which would emit an actual cloud of sleep gas. Depending on implementation, the sleep gas cloud could have only a chance of inducing sleep rather than always knocking you out, which could make it tactically interesting to navigate/teleport/etc rather than just getting put to sleep and having the cloud gone by the time you wake up.
Water elementals’ HP (and Pw, if applicable) regeneration is boosted when they are on a water-containing space such as a moat or a fountain. Possibly, they can also suck up the water to regain a large quantity of hit points at once, which removes the water terrain if it is expendable (a fountain or pool or puddle of shallow water will dry up).
In order to make them more interesting in combat, their AI may favor hanging around sources of water and trying to find a path to the nearest water when they are injured.