#4745
Slumber hulks should have a small chance of dropping a blindfold upon death.
Slumber hulks should have a small chance of dropping a blindfold upon death.
On the vibrating square level, there is a small (perhaps 5% or 1%) chance that a death drop will produce one or a few candle instead of the random item it would be otherwise, meaning that even if you have used up all the other candles in the game, you don’t have to resort to either wishing or grinding for the much lower odds of naturally getting candles from a death drop.
Alternative Necromancer role, because its implementation in SLASH’EM winds up being a rather halfhearted version of Wizard with some elements of Priest and Archeologist. Note: This was written for a hypothetical variant that does not have a Necromancer role, rather than as an update to SLASH’EM’s.
The system may want some simplification since it may be clunky to have the player navigate through menus to choose souls from all the different ones they have accumulated. Possibly, souls from a given species just combine, so you would be shown something like “souls of gnome kings (12 total monster levels)”. An extreme simplification would cut out the entire soul-storage system and just replenish Pw when you collect one.
Monsters that hatch from eggs should be specially flagged as being ineligible to death-drop items, since the only explanation would be that the item was with them in the egg, which makes no sense.
Paper golems occasionally drop non-blank scrolls.
Snow golems occasionally drop one or more of the following when killed:
Displacer beasts could drop their hide, which can be enchanted or otherwise crafted into a cloak of displacement.
Leprechauns very rarely drop a four-leaf clover on death. This is a vegan comestible that provides 1d3 luck (or just acts as a luckstone) when carried and can be eaten to gain 1 Luck. (The four-leaf clover appearing from sacrifices is not this item and cannot be picked up, though that could become confusing.)
A new branch with infinite levels, whose level difficulty continues steadily increasing the deeper you go. Monsters killed do not drop anything, except that there is a very small chance, increasing with greater difficulty, of dropping a single wand of wishing. Unlike the rest of the dungeon, monster generation cares only about the level difficulty, ignoring the player’s experience level.
Levels in this branch are non-persistent. To prevent destroying any unique items, you either can’t bring them into the branch at all, or you are prevented from leaving a level in any way while they are on the level somewhere other than your person. Not determined what drinking a cursed potion of gain level would do.
One way to increase the challenge and prevent the hero from resting on the downstairs every level and starting each new level fresh is to suppress or remove natural HP regeneration in this branch.
Using an upstairs will take you back to the branch entrance, which may then close off forever. Possibly, 9/10 of upstairs will just crumble to nothing upon arrival in the level (whether this 9/10 is random or happens regularly every 10 levels isn’t determined). This makes it less easy to decide to bail out, though levelport or branchport would probably still work as escape items.
Not determined is to what degree the branch should enforce the player to spend time on each level. The three proposed options are:
Add several new never-randomly-generated cards, all of which are designed to give strong but short buffs, to you and more often allies. Though their frequencies are 0, they are sometimes dropped from monsters you and your pets kill, at the same frequency the keyed create monster cards do.
Other roles can write these scrolls if they want to or find them in bones, but they are generally intended to be less powerful than many existing scrolls so they shouldn’t steal generation probability from them.
Kills by cartomancers’ pets should also have the occasional chance to drop a card of summon monster. It should not just be limited to player kills, since this disincentivizes the whole strategy of using temporary summoned monsters to do most of the fighting.
Queen bees drop a few killer bee eggs.
Straw golems have a smallish chance of dropping a T-shirt.
Air elementals drop some rocks (and “sticks” - the occasional wand of nothing?) which is the debris you have been pummeled with. (Also makes the Plane of Air a little less difficult to cross if you haven’t got a levitation source.)
Rock moles and other item-eating monsters drop any gold or gems they have eaten (digesting them can’t be a fast process), or they destroy 10% of all gold they eat and have a 10% chance of destroying any other items they eat; otherwise those items will be placed in the mole’s inventory.
Skeletons may drop skeleton keys when killed.
Killer bees occasionally drop lumps of royal jelly when killed.
Adult female dragons drop eggs (more so than the usual oviparous drop odds).
Any comestibles death-dropped by an F monster are rotten when eaten.
Tame dragons never drop scales.
Rope golems sometimes drop leashes, bullwhips, or grappling hooks upon death.
Tigers occasionally drop tiger eye rings.
Water moccasins occasionally drop water walking boots.
Dragons have a smaller chance of leaving scales if they are killed with a sharp weapon.
In order for a random item to drop as a death drop, it must be able to have been carried by the monster. This means that newts and such won’t get many death drops and the ones they do will be small.
Specifically, this approach doesn’t involve trying extra hard to pick an appropriately sized item, because then lightweight items such as scrolls and magic markers would become too common. It merely rolls up a random item, checks whether it would be the right weight for this monster, then decides not to drop it if it’s unrealistically heavy.
Add a “summoned” bitfield to struct monst, which is used to identify monsters that have been created through magical means. Should be a bitfield rather than a flag so that it can track different details of how it was summoned (from trap/wand/etc, by player or by something else; it probably doesn’t warrant a mextra struct). Summoned monsters can have various anti-farming nerfs applied to them: no training skills, no corpses, no deathdrops, no starting inventory, no experience, etc. Possibly, summoned monsters also disappear after a few hundred turns.
Female oviparous monsters sometimes drop eggs of their species when killed. The chance is reduced if the monster was dead and revived.
Remove deathdrops entirely, and instead give monsters items in their starting inventory with the same rules as a deathdrop.
Add rare drops to some monsters, with a very low probability (around 0.1%). These could be artifacts or otherwise unattainable items.
Djinni (except on the Plane of Air) should have a chance of dropping a scroll or wand of wishing when killed. But when you kill a djinni, all future djinni will spawn hostile.