#3892
If you kick a boulder as a giant-race hero (or while polymorphed into one), it starts rolling across the ground as if it came from a rolling boulder trap.
If you kick a boulder as a giant-race hero (or while polymorphed into one), it starts rolling across the ground as if it came from a rolling boulder trap.
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.”
When a giant deals you a crushing blow and knocks you back, it can propel you into water you are flying or levitating over, wetting your inventory.
Giants can catch moving boulders (whether rolling along the ground or thrown), putting it directly into their inventory.
Thrown boulders behave like boulder traps: they keep moving even after they hit something rather than stopping and falling to the floor at that location. Possibly this is flavored as the boulder hitting the ground on the first target and continuing to roll in the same direction.
Giants don’t get stuck in pits. They can step out without wasting any time on the space.
Giants occasionally generate with a rusty or very rusty two-handed sword or battle-axe, rather than a boulder to throw.
Giants can rip doors off their hinges, by picking them up, to use them as weapons. They do a lot of damage, and can only actually be wielded by giants. Possibly, kicking a door with excessive strength (and/or being a giant) not only breaks it off the hinges, but sends it flying to hit anything unlucky enough to be in its path.
There isn’t really an obvious object class for a ‘door’ object to be in, though WEAPON_CLASS is probably the most straightforward.
Possibly also allow this with sinks or trees. All of these heavy improvised weapons should probably use club skill.
Ballistae, a very large and heavy weapon that takes time to set up and prime, but can be used to launch javelins to deal a large amount of damage. Giants can wield them like crossbows. May appear as defenses in special levels like Fort Ludios and the Castle.
Elemental giants and Lord Surtur get elemental attacks corresponding to what kind of giant they are.
If polymorphed into a giant, you can pick up a door off its hinges (breaking it).
Assuming that shallow water is implemented: all giants should use the shallow water behavior of only wetting their feet even when walking through deep water. Also, fire giants can wade through lava, which acts mostly the same.
All H can step out of a pit in 1 turn.
Don’t allow giants to carry an infinite amount of boulders.
H-class monsters are tall enough to stand above water, and don’t drown in it. Or maybe they only drown on water spaces completely surrounded by other water.
Giant characters or characters polymorphed into a giant should have a boosted carrying capacity.