All ideas tagged "alignment record"

Allow the player to cut down the trees in the Ranger quest home level to traverse the level more easily, but give an alignment penalty for doing so.

#4298

 · 
vanilla

If you kill an enemy on a coaligned altar, you get a small alignment bonus and a message “Shimmering droplets of blood ascend into the realm of [deity]!” (Not specified what it should say if the dying monster doesn’t have blood.)

If in a variant that has Secespita, making the killing blow with that also decreases prayer timeout by a few turns.

#4284

 · 
vanilla

Mjollnir will evade your grasp and refuse to be picked up if your alignment record is less than pious, similar to how it can only be wielded by the worthy in the Marvel universe. (Though this might mean it should be changed to a lawful artifact rather than a neutral one.)

#4277

 · 
vanilla

Drinking an identified potion of hallucination or eating a corpse or tin of a hallucinogenic monster as a Knight carries an alignment penalty.

Track all alignment violations according to their source, which means when you anger a peaceful you tick up an “angered a peaceful” counter, when you rob a grave you increment “grave robbed”, etc. Enough incrementing in any counter (which may vary based on your role and alignment) starts to make your god angry and priests unfriendly. The idea is that if you have a large number of alignment violations but they’re spread out across multiple causes, you might skate by, but repeatedly and happily doing a bad thing will get you punished (and will allow your god to actually vocalize what you’ve been doing wrong). It would also be nice to show in the dumplog what your worst sins were.

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).

#4208

 · 
vanilla

Attempt to fix the broken alignment system by tracking positive and negative alignment incurred separately. Then, make all alignment checks based on the ratio of one to the other, rather than the difference. (So for instance if you pray, your god will check to see if you have e.g. 50 times as many positive points as negative, and if you don’t, they will not answer your prayer.)

#4014

 · 
vanilla

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.

#3921

 · 
vanilla

Killing a mindless pet does not incur any penalties to alignment record or Luck.

#3884

 · 
vanilla

“Saintly” conduct, which tracks that you have never abused your alignment.

#3736

 · 
EvilHack

Sacrificing the Eye of Vecna zeroes any alignment abuse you have accumulated.

#3696

 · 
vanilla

You can buy indulgences from coaligned priests, which will remove or reduce god anger or negative alignment.

#3571

 · 
EvilHack

The game should store the reason for your first alignment violation, so that when your quest leader tells you that you are not worthy to keep the quest artifact they can give a reason for it.

#3524

 · 
vanilla

When you begin the game as a monk, you are prompted (if you have not already configured in .nethackrc) whether you want to be a weaponless monk or a weapons monk. Using weapons when you have chosen to be weaponless, or vice versa, you take alignment penalties.

#3503

 · 
vanilla

Monks should receive a benefit for fasting. This could be in the form of giving them a point of alignment record every so often when they are Hungry or worse, and/or slowing down their hunger rate when they are Hungry.

#3475

 · 
vanilla

Knights should not receive caitiff penalties against undead.

#3408

 · 
vanilla

If you are polymorphed into a nymph and are lawful, you suffer an alignment penalty for stealing items from other monsters.

#3390

 · 
vanilla

Samurai who twoweapon a katana and wakizashi should get some small bonus to damage or alignment record or similar. Though since they start the game able to do this, it would have to be a small bonus.

The quest leader either sometimes or always asks for the quest artifact back when you return with it, to replace the weird flavor in most quests that the leader is desperate to get the artifact back but is then completely fine with you adventuring off with it after retrieving it.

If you refuse to give them the artifact back, they turn hostile. If it’s a chance-based system, the chance might be dependent on your alignment record, so a character that has misbehaved is less likely to be found worthy of keeping the artifact. However, since you must have +20 alignment to enter the quest and get a massive amount of alignment from killing the nemesis, it’s questionable whether anyone’s alignment will ever be in a bad enough state to increase the chances. Luck has also been suggested as a variable that influences the chance, but most players will already have maxed their luck by the end of the quest.

In order to keep the player from just dodging the quest leader on their way out of the quest so that they can keep the artifact, various enforcement mechanisms have been proposed:

  • Incentive-based; returning the artifact gives you +5 alignment record (and set to 0 if negative) and +3 to luck. Rewards should be better than the incentive of killing the quest leader to get the artifact back, or else penalties applied if you kill them (e.g. the artifact blasts you even though it’s your own quest artifact).
  • Strict: you must show the artifact to the quest leader and have the quest marked completed in order for the invocation to work. Alternatively, the quest leader has the Bell of Opening and will only surrender it when you present the artifact, whether or not they demand it back. Or the quest nemesis has cursed the Bell and the leader will lift the curse after you show them the artifact.
  • Delayed: you don’t have to go without the artifact forever, but the leader demands it back for some time so that they can fix whatever problem the artifact needed to solve. This could manifest as either a variable number of turns, or a requirement to go explore a certain number of new levels/area, before they’re done with it.

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.

#3241

 · 
vanilla

Intelligent artifact weapons reduce their damage (perhaps nullifying any bonus damage given by the artifact, or dealing half damage) if you are crossaligned, have negative alignment record, or your god is angry at you.

#3178

 · 
vanilla

Helms of opposite alignment don’t instantly change your alignment. They still autocurse, but they instead constantly drain your alignment record, until it hits some negative value (-1? -100?) which triggers your alignment to change. When this happens, your alignment record is reset to 0, and no longer drains as long as your alignment remains something other than your original one.

If you remove the helm, it works similarly, rather than immediately restoring your initial alignment: with no helm of opposite alignment on and with a non-starting alignment, your alignment record constantly drains. When it hits that same negative threshold, your alignment changes back to its starting value and alignment record is reset to 0.

Chaotic Archeologists gain alignment for taking historic statues and moving them off-level. Neutral Archeologists gain alignment from bringing historic statues into their quest home. (Lawful ones get nothing, because it’s right for them to leave the statues where they were.)

#3039

 · 
vanilla

While you are wielding Stormbringer, you gain alignment for killing peacefuls and pets (rather than losing it).

#2915

 · 
vanilla

Non-chaotic Priests get punished for having demon pets. The penalty is applied upon taming it and periodically from being on the same level as it, so that you can avoid penalties by abandoning it somewhere. (Internally, it should be applied when a tame demon moves; this means if you have multiple demon pets, the penalties stack up faster.)

#2880

 · 
vanilla

Rangers get an alignment penalty for destroying (cutting down, burning, etc) trees.

#2780

 · 
vanilla

If a system is implemented that tracks the amount of booze you have drunk throughout the game, lawful gods start to penalize the player for drinking too much after a while.

#2742

 · 
vanilla

Lawfuls get an alignment penalty for writing graffiti with a marker, even if it’s Elbereth or something else useful.

#2741

 · 
Convict Patch

Convicts get an alignment bonus by writing graffiti. (Graffiti has to come from a magic marker, or a felt marker in variants that have it.)

#2435

 · 
vanilla

Being satiated abuses wisdom for Samurai (at the same rate it does for Monks currently), and gives Monks slow alignment penalties instead of abusing wisdom.

#2432

 · 
vanilla

All thrones are considered historic and Archeologists get an alignment penalty for making one disappear.

#2224

 · 
vanilla

Monks’ vegetarian-breaking alignment penalty is assessed at -1 alignment per X weight units of meat you consume. Eating a huge chunk of meat will cause a much larger penalty than a jackal corpse.

#2223

 · 
vanilla

Alignment penalty, or possibly even angering your god, for Monks and Priests for consorting with a foocubus.

#2220

 · 
vanilla

Rangers get an alignment bonus for disarming naturally-generated bear traps, or possibly for catching a hostile monster in a player-set bear trap.

#2208

 · 
vanilla

Your god considers both your luck and your alignment record when deciding whether to grant a prayer, and weighs alignment record more heavily. That is, if you have negative luck but good alignment, your god will often still grant the prayer, and positive luck might save you from bad alignment, but not often.

#2203

 · 
vanilla

You get an alignment penalty for digging up a grave if you are a Priest.

#2148

 · 
vanilla

Random piles of loot can sometimes generate buried in the floor or behind walls on spaces not adjoining any walkable spaces. Nearby engravings are generated to indicate that there is something in the vicinity. Archeologists get an alignment bonus for digging out these items.

#2113

 · 
vanilla

New artifact Sinsword, a chaotic two-handed sword. If your alignment is positive, it behaves just like a regular two-handed sword. If negative, it gains a bonus to to-hit and damage (capped at 6) based on how negative your alignment is. Deals double damage to angelic beings.

#1470

 · 
vanilla

Healers receive an alignment penalty from using poisoned weapons.

#1269

 · 
vanilla

Cavemen (maybe only lawfuls) get a small alignment bonus for cannibalism, because it is honoring the ancestors.

Losing alignment makes it permanently harder to regain alignment. Do this by instead of using a linear scale where current alignment equals alignment gained minus alignment lost, use a ratio where current alignment is alignment gained divided by alignment lost (probably with some constant factor in there somewhere).

#1117

 · 
vanilla

Cavemen get a small alignment penalty for writing or using complex tools.

#1006

 · 
vanilla

Dropping a lit candle on a coaligned altar gives you some message about your standing with your god and your ability to pray safely. The candle is consumed in the process, and possibly the beatitude matters (with a cursed candle plus an angry god ending in a fiery explosion). Some unspecified bad thing happens if you try this on a crossaligned altar.

#977

 · 
vanilla

Cavemen get a large damage/to-hit bonus when throwing spears at large mammals, or an alignment bonus for killing large mammals with spears.

#782

 · 
vanilla

Elves and possibly Rangers get an alignment penalty for cutting down trees. Dwarves get an alignment bonus.

You occasionally get an alignment bonus if your alignment record is negative and you are Weak, because you are doing hunger penance. (Possibly only works for lawfuls, since chaotic gods are unlikely to approve of weakness.)

Alignment record changes: chaotics get -1 penalties over time for failing to do any chaotic behavior, neutrals get +1 alignment bonuses more slowly over time by not doing anything, and lawfuls get neither of these and need to get their bonuses on their own. Alternatively, lawfuls accumulate bonuses by doing nothing (not breaking the law).

#231

 · 
vanilla

Decide once and for all whether alignment record should be god-specific or god-agnostic, because NetHack currently tries to do both and fails. Things like the massive penalty for killing a Quest leader make way more sense for lawfuls than chaotics.