#4781
New type of potion “unstable potion”, which is a possible result from alchemy. After a certain timeout, it “stabilizes” into some other potion type. Not specified what happens if you drink it while it’s unstable.
New type of potion “unstable potion”, which is a possible result from alchemy. After a certain timeout, it “stabilizes” into some other potion type. Not specified what happens if you drink it while it’s unstable.
In variants that have randomized alchemy recipes (rather than fixed, as is the case in vanilla): Randomly generated potions can sometimes be “labeled”, and labeled potions can be read. The label will say one of three things, albeit the text will be garbled like graffiti:
Labeled potions never stack with unlabeled potions, even if they are otherwise identical and would merge into one stack.
Water damage will always remove the label from a potion. Possibly there should be some way to non-damagingly get rid of the label, such as using the #rub command to rub your hands on the potion.
There are a couple possibilities for the internal implementation of the label:
Dragon egg alchemy: Dipping dragon eggs in potions causes them to turn into the potion of the closest color to the dragon’s color.
Add a themed room that contains an engraving explaining a random one of the game’s predefined alchemy recipes, and possibly one of the potion ingredients. The idea of this is to provide unspoiled players (or spoiled players who are out of date on alchemy changes) with an in-game means of learning the recipes.
Make alchemy recipes randomized per-game and consistent with a game, by doing the following:
This system gets rid of random alchemy results entirely, but does not necessarily get rid of the chance of an alchemic blast or failing and turning into water or evaporating. Possibly these could be removed, so that the player is incentivized to try and mix together as many potion types as they can to discover what they produce and find interesting combinations.
A list of known alchemy recipes could be added to the discoveries list so the player can use it as a reference.
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.
This was migrated from the summary of the “Alchemy” mega-idea following its breakup into smaller independent ones. It is not an idea in and of itself, but is rather design notes on the present state of the alchemy system as a whole which may still be useful.
NetHack’s alchemy system is balanced around the assumption that the player will not hold onto nearly every potion in the game, turn them to water, and polypile them into alchemy ingredients; however, this is not hard to do. Should the player do this, they can amass hundreds of hit points worth of full healing potions, or all the gain ability potions required to max out every stat, or get dozens of potions of holy water.
For most potions in the game, diluting for holy water or alchemizing/polypiling for alchemizing is their ultimate fate, and there are enough potions so that the player never really has to agonize over what to do with a potion. One solution to this would be to make more potions than just acid effective for throwing at monsters.
The color alchemy and gem alchemy patches are unsatisfactory, as is any system that ties alchemy recipes to the random appearance of potions. This is because it makes the game choose at the beginning whether powerful potions can be produced out of junk potions/gems, or out of expensive potions/gems, or not at all — all before the player gets a chance to learn how alchemy will work in this game. It has a large impact on overall strategy that the player can’t discover until probably the midgame. At the same time, having hardcoded alchemy rules is unsatisfactory because it’s inflexible and carries a heavy spoiler requirement.
Random alchemy is also odd: dipping the same potions in the same way can yield different potion results.
Several new objects for aiding in alchemy:
Non-weapon skill that has various effects on alchemy: make alchemical blasts less common (or zero at high skill), and increase the probability that mixing certain potions yields the right result.
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).
Potion of regeneration. Grants some medium duration (maybe fifty to a hundred turns) of temporary intrinsic hungerless regeneration. Can be brewed using healing potions, perhaps, but should be fairly rare in terms of random generation.
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.
Addendum to the brewing patch: you can ferment/dissolve newt corpses to produce potions of gain energy, and can combine various fruits with water to produce fruit juice. Also, since booze tastes like liquid fire, fermenting a red mold corpse produces a potion of booze.
Dipping water into oil doesn’t count as random alchemy.
Nerf the effects of diluted potions in order to disincentivize diluting them and fix alchemy abuses. Start with healing potions: a diluted healing potion of any type heals only half as much as otherwise, and either confers half as much max HP as an undiluted potion or possibly no max HP at all. When alchemizing with diluted potions, half of the amount dipped will bubble or steam off as water, wasting those potions entirely (e.g. 6 diluted healings + gain energy = 3 diluted extra healings).
Charging a potion of fruit juice turns it into a potion of see invisible. Dipping fruit juice into confusion turns it into a potion of booze.