#5143
Antlion, an a-class monster which has a strong bite, has a holding attack, can hide on sand terrain, and can “drown” you by dragging you into the sand.
Antlion, an a-class monster which has a strong bite, has a holding attack, can hide on sand terrain, and can “drown” you by dragging you into the sand.
Strangulation protects you from drowning, since you cannot inhale water if you can’t inhale at all. It also prevents potion vapor inhalation effects and the inhalation effects of gas clouds. Basically it works like magical breathing except you die in 6 turns.
If a pet drowns while not in view, the game gives a special message: “You have a sinking feeling for a moment, then it passes.”
If you fall into water with teleport-at-will, the game should use casting a teleport spell as its last resort, once you have no other options for escape. It’s very annoying to attempt to teleport and lose energy and nutrition when you’re deliberately trying to jump in the water and can easily climb right back out.
Change how drowning attacks work, by making them pull you into a water square that is adjacent to both you and the attacker, and then sticking to you so you can’t move out of the water. This requires that the hero be allowed to survive (with a suffocation timer) underwater for several turns without magical breathing. If there are no mutually adjacent water squares, the attacker can’t use their drowning attack (it would either do nothing or you’d still be held but not get pulled anywhere). Unlike regular drowning, this wets your items each turn.
Give a YAFM if you would “sink like a rock” while currently turning to stone, or polymorphed into a stone monster (gargoyles, earth elemental, stone golem).
Attempts to analyze good instadeaths versus bad instadeaths (loosely defined as ones that are instant hard-to-avoid deaths that aren’t really similar to running out of HP):
The water walking property should protect inventory from water and protect against drowning attacks.