All ideas tagged "former bigidea"

Earlier incarnations of the YANI Archive had "Big Ideas" - conglomerations of ideas from many people around a single theme. However, with the ability to tag ideas and search by tags, that has become increasingly obsolete, and additionally the Big Ideas were becoming like black holes for their respective topics, where new ideas might just get tacked on and make it hard to identify who came up with what. This tag denotes ideas that came from the breakup of those Big Ideas and are still quite large.

Not all former Big Ideas are tagged with this: small enough self-contained chunks that could survive on their own are treated like standard YANIs.

A new take on a Bard role, generally themed around leading a party of other adventurers through the dungeon, with some other additional ideas:

  • The bard and healer cannot both be focused around petmongering, so one of them would have to change. Most likely the healer, as the bard’s traditional abilities are only good on pets.
  • Instead of the standard little dog or kitten, the bard starts with a “party” of 3-4 player monsters, who are randomly chosen from other roles.
    • This would make the primary strategy focused on having the party do the fighting for you, letting them level up, providing them with weapons and equipment, and not letting them die.
    • Healers and archeologists, and possibly tourists, don’t make very good additions to the party, and so should perhaps be ineligible.
    • Party roles could be randomly chosen from distinct sets of “strong melee fighter” (Bar or Cav or Kni or Val), “ranged combat” (Ran or Rog or Sam or possibly Tou), and “spellcaster/cleric” (possibly Hea or Mon or Pri or Wiz). These could also just be hardcoded.
    • The party will not start with the full starting inventory of their respective roles. They will generally have the same weapons and armor, but will probably not have any of the scrolls, rings, wands they normally start with, and starting spellbooks should be either eliminated or unrandomized. In other words, you shouldn’t be incentivized to slaughter your allies for their stuff.
  • Healer strategy should shift away from petmongering - the easiest way to do this is change the protection formula in such a way that the protection racket doesn’t exist; so that the player isn’t incentivized to keep XL as low as possible until they can buy protection.
  • Difficult for Healers to find a new niche. (Avoidance of combat is an option, but dtsund’s Class Overhaul Proposal calls for Archeologists to fill that niche). Perhaps something that focuses on pacifying monsters by healing them, but this has issues: you shouldn’t be able to ‘‘tame’’ by healing since that turns Healers back in the direction of acquiring lots of pets, and most monsters start at full HP and don’t need any healing.
  • Bards (and probably all players) should be able to equip their pets by #looting them, or a similar mechanism. (This would also apply to mounts.) Intelligent monsters will prefer player-given items above all others and will never willingly replace them for other gear. Possibly make this behavior dependent on options, because some players may want their pets to be pragmatic in their gear choices.
  • Player monster pets should perhaps not be able to detect curses.
  • Songbooks, + class items which contain a song that the bard can learn.
    • Balancing the songbook generation rate against spellbooks might be tricky, because although bards can still cast spells and other roles can play songs, each is not very likely to have that much use for the other set of books. Hardcoding different probabilities based on whether the character is a bard or not doesn’t seem very clean.
    • Possibly the bard should be able to discover songs by trial and error, although simple brute forcing is definitely not the way to do it. Maybe all spellbooks start identified.
    • The bard could need to practice the song by using the songbook in order to restore “song memory”. Song memory does not work quite like spell memory, it works essentially like direct success rate. There might be some mandatory delay between practices, meaning you can’t take an unlearned song and practice it up to 100% immediately. Or there could be a possible failure of practice, maybe a dexterity penalty (“Dumb move! You strain your fingers.”) to serve to prevent practice-spam. Playing a song would serve to
    • Songbooks do not eventually go blank, and can be used for practice indefinitely.
    • Or to keep it realistic with learning actual songs, you need to have the songbook on hand early on when you want to play it, but as you play it more and gain practice, you can eventually play the song without it anymore.
  • The bard should possibly be able to sing some of their songs without requiring an instrument.

See also: Bard implementations.

Add a system for casting ritual spells: more powerful and more expensive spells which have some esoteric effects you can’t get otherwise. The main differences between ritual and normal spellcasting are that they consume valuable, hopefully non-renewable components, take a number of turns to cast instead of taking effect instantly, and may require you to be in or set up certain circumstances.

Various ritual spells that have been proposed:

  • Ball spells which consume a gem as focus and create a ball of elemental power that hits surrounding squares but not you. (Long casting times would probably make rituals infeasible for combat though.)
  • Temporarily increase your carry cap by a great amount. (Other new intrinsics as required.)
  • Resurrect a corpse as a tame monster (necromancy).
  • Grant temporary intrinsic life saving.
  • Single controlled polymorph with a greatly increased duration.
  • Summon a demon, demon lord, or demon prince. Requires 5 cursed candles and a marker (to draw the classic pentagram). If summoning a named demon lord, it’s either random or there’s some expensive way to control who shows up. The demon lord could be peaceful, but with current behavior this is useless. Possibly summoning them allows you to make a pact with them.
  • Remove the graveyard status from a level (would need to be expensive, and perhaps involve the Book of the Dead, and multiple different headstones).
  • Grow a tree. This consumes at least a piece of fruit. For anti-farming the tree should probably not produce fruit or bees when kicked.
  • Create a portal between two levels of your choice (doesn’t work with the Amulet obviously, but otherwise works)
  • Create an artifact (that is, you somehow imbue an item with properties it can’t normally get).
  • Bless items. Consumes a blessed scroll of remove curse.
  • Genocide a genocidable monster. Consumes a figurine of that monster plus other costly things.
  • Reverse genocide a monster. The monster may or may not have to be normally reverse-genocidable. Consumes a figurine of that monster plus other moderately expensive things.
  • Charge something. Requires a rare ingredient - perhaps a dilithium crystal.
  • Summon tame elemental(s). Among other things, ingredients include: a potion of water, any beatitude (water); a rock (earth); lit candles, a lit oil lamp, or a lit potion of oil (fire); an amulet of magical breathing (air).
  • Create a magic lamp. Needs an oil lamp (of course) and a figurine or mask of a djinni (or possibly a nearby live djinni).
  • Make the current level non-teleport. Requires a scroll of teleportation and that the caster be standing on an anti-magic field at (?) either the start or the end of the ritual.
  • Create a fountain. Requires a statue of a medium-sized or larger monster, which gets destroyed (by turning it into the centerpiece of the fountain). There may be potential for wishing abuse; perhaps the fountain should be flagged so that it can’t produce a wish-granting water demon.
  • Turn a regular knife into an athame. Components include other bladed weapons with positive enchantments adding up to 20 or something; all of these charges will be drained to +0 in the creation of the athame. The resulting athame is +0, regardless of the charges on the component weapons or original knife.
  • Create a tame golem or golems. Requires a large amount of total weight of objects made out of the golem’s material.
  • Summon a coaligned angel or other minion of your deity as a pet.
  • Create a tame wood nymph from a tree (only once per tree).

Ritual spells come in spellbooks like usual, but aren’t stored in your spell list. Instead, reading the spellbook prompts you if you want to begin its ritual and tells you the necessary ingredients and circumstances you need to satisfy as preconditions. If you meet all the conditions and answer yes, you initiate the ritual. (For simplicity, this should probably burn up / expend all the components instantly.) You cannot begin a ritual while in the process of casting another ritual; this should probably be implemented as a precondition.

Apart from the component cost, rituals act as a constant drain on your Pw until the ritual is complete. If something distracts you in the middle of the ritual, you can go take care of it and then resume the ritual as long as you have the Pw left to finish it. (You could also drink gain energy during the ritual.) The only way for a ritual to fail, possibly backfiring with bad effects, is for you to run out of Pw while it is incomplete.

In addition to its preconditions, each ritual also has some postconditions: common to all rituals is that you have been casting the ritual for at least some length of time, but there may be others, such as standing on the square where you began the ritual, or have another item, or kill a monster, or something. There may also be other conditions such as “moving off the space where the ritual started breaks and halts the ritual”.

Every time you stop casting a ritual (whether it succeeded or failed), it increments the spellbook’s spestudied field; the book will eventually disintegrate after casting it a certain number of times.

Charm monster is generally considered too powerful and too low-level, and should probably be nerfed. Ideas:

  • It only works if you’re not wearing any armor. (This is apparently how D&D does it.) Alternatively, its chance of successfully charming is reduced the more armor you’re wearing.
  • Make it more reliable than it is now, but it always fails if you have other pets. (You can then only have one pet at a time without using scrolls of taming.)
  • It only tames one monster at a time. (Make it a directional beam with a maximum range of 1.)
  • It only pacifies monsters, and can’t be used to tame an always-hostile monster.
  • Make it do what the temporary pet code in the Bard patch does: the monster remains tame for a fairly short amount of time and then reverts to whatever it was originally.
  • Split into three spells: pacify monster (peaceful for charisma*2 turns), charm monster (tame for Charisma*2 turns), and dominate monster (tame permanently or for a long time).
  • It only works on monsters, and doesn’t work on intelligent beings.
  • It can’t directly tame a hostile monster; it can only pacify it. Peaceful monsters can then be tamed by subsequent casts, but attempting to tame a peaceful intelligent monster may anger it instead. The pacification step is dependent only on monster MR, but the taming depends on the player’s level relative to the target. The scroll of taming should remain comparatively powerful.
  • Scale with skill: unskilled attempts to pacify one adjacent monster, basic to pacify all adjacent, skilled to tame one adjacent, and expert to tame all adjacent. All of these are subject to normal monster MR checks.
  • Whatever nerfs do get applied, they should ensure that the scroll of taming is more powerful and reliable than the spell.

Add a Druid role: intended to be a more balanced form of SLASH’EM’s doppelganger race, druids are highly attuned to nature and possess innate shapeshifting abilities.

  • You begin the game with polymorph control and get polymorphitis at XL 5 or so.
  • Possibly you start with a wand of polymorph, or potions of it.
  • Inventory could be severely restricted, so you have to figure out how to do most things through polymorph.
  • You have the power to change into a tree, which will make most monsters ignore you. While in tree form, you are immobile but regenerate HP and Pw faster. Orcs might attack you with axes, a la Tolkien.
  • Without extrinsic polymorph control, your polymorph control limits you to changing into forms with the M1_ANIMAL flag.
  • Possibly have limited access to #polyself outside of wizard mode, so they can change intentionally and not randomly. Would work best as an ability with a timeout, or cost Pw outside of wizard mode.
  • Possibly, the monsters you can polymorph into must have a certain base level or difficulty that’s tied to your XL somehow (maybe XL/2). If their base level is too high, you can’t polymorph into them.
  • Your controlled polymorphs always succeed - you will never accidentally fail and “feel like a new woman” with the 20% chance that all other roles have.
  • You are seriously bad at combat in your regular form, having very little weapon skill (nothing can be advanced to Expert, possibly not even to Skilled), and physically weak in your normal form. Combat in a polyform should be incentivized enough so that it isn’t really worth it to wear any armor. Maybe you should get to-hit and damage bonuses while in a wild form?
  • Diminishing returns on polymorph time limit that prevent you from reusing the same form(s) over and over and over again. (This may actually be applicable as a general YANI for polymorph control).
  • The critical balance needed is to make polyselfing powerful and awesome to play with and use for typical combat, but simultaneously polyselfing needs enough restrictions that it doesn’t just turn into Master Mind Flayer: The Game.
    • One proposed restriction: you can only turn into monsters you have already encountered, or if that is too lax, into peaceful or tame monsters adjacent to you at the time. The druid should be able to pacify most animalistic monsters to take advantage of this (temporarily?)
  • The starting pet is a woodchuck (or wolf). Pantheon is probably drawn from Celtic mythology, though hopefully not overlapping with Knights.
  • Some heavy polymorph / monster / player as monster tweaking is probably required, in the sense that there should, ideally, be valid reasons to exist in any given polymorphable form.

New type of terrain, “fire terrain”, a square that is on fire. It displays as an orange period. (If this will be too nasty to people who play with color off, the glyph should perhaps be changed.)

  • Fire terrain has a certain amount of burning wood material on it.
  • Standing next to or on fire terrain grants cold resistance, but standing on top of fire terrain has the same effect as a fire trap whenever you end your turn on it.
  • The fire eventually burns out and reverts to normal floor, the duration determined by the total weight of the burning objects.
  • Killing a wood golem with fire or burning more than a certain weight of objects on a square creates fire terrain on that space.
  • Throwing burnables onto a fire trap may make them spontaneously combust and produce fire terrain.
  • Fire terrain can be used to cook corpses.
  • You can create fire terrain by applying a lit candle to a space with burnables on it
  • You can also create it by applying a tinderbox to a space, which is a chargeable non-magical tool. Archeologists and Rangers start with one.
  • Fires provide a light source of radius 3, but cannot be moved.
  • Monster AI will not travel over fire if the monster is not resistant.

#3982

 · 
vanilla

Instead of making all trapped doors explode and stun the player, add more varied door traps. The trap should be determined based on depth. It should also be selected deterministically based on the coordinates of the door (a convenience so that a trapped door will always have the same trap effect without having to store which trap it is.)

Additionally, new traps can also be used with more door states, rather than have all traps trigger by trying to open the door. Nondestructive traps could also remain on the door until the door is untrapped, rather than vanishing.

An interesting addition would be if doors were made restrictedly or completely untrappable, in order to prevent optimal strategy from being attempting to untrap every door that the player comes across. Or possibly an attempt to open or close a door should do a cursory trap check.

List of door traps in rough order of minimum depth necessary to generate them:

  • The hinges screech loudly when opened or closed, waking nearby monsters.
  • Door closes and locks itself.
  • Electric shock from the knob, dealing 1d(DL*2) damage, that doesn’t destroy items.
  • Bucket of water falls on your head and causes water damage to several items in inventory.
  • Your hand is stuck to the knob, causing you to be unable to move for the next few turns.
  • Hingeless door: either falls on top of you and deals 1d(DL/2) damage, or (more likely) falls the other way and you fall over on top of it. Either way, you are stunned for a few turns. The door becomes “broken”.
  • A boxing glove swings out from behind the door and punches you, dealing damage and causing you to stagger/hurtle back a few steps.
  • Object falls out of the ceiling on the player’s head (copying an ADOM trap).
  • Knob burns your hand for 1d(DL) damage and causes you to drop your weapon. Gloves reduce damage and prevent the drop.
  • Door that explodes in a fireball: possibly no stunning, but burns inventory as it does in GruntHack.

#3974

 · 
vanilla

New role, the Artificer:

  • Artificers can innately see charges on things and use wands at a higher skill level than everyone else.
  • Starts with an inventory of consumables comparable to vanilla wizards’, a scroll of charging, offensive wands, a magic marker, and random tools.
  • Starts with all armors (magic and nonmagic) identified and all tools identified.
  • Restricted in nearly all weapon skills like a monk, or can only reach Basic in a few ones like knife.
  • Quest involves lots of golems.
  • Quest artifact grants double damage with tools and gives blessed charging when invoked.
  • Gnome is a playable race.
  • Has a special tool, an artificer’s knife, which they can use for ring crafting. This works by removing the gem from the ring and replacing it with another gem. Not specified how this works for non-gem rings or rings containing things like black onyx or pearl which aren’t obtainable gems; possibly these are just uncraftable. Crafting a ring like this may destroy it depending on the beatitude of the knife, 75%/90%/99% for B/U/C for non-Artificers, 20%/50%/80% for Artificers.

Also see dtsund’s proposed Tinker role.

Advanced spell forms are slightly problematic. Certain spells (fireball and cone of cold) which have advanced versions automatically kick in when the player is Skilled or above, and can’t be cast using the lesser form even if the player wants to.

  • Some variants give you the choice of casting the basic or advanced form, but this suffers from an interface annoyance (an extra y/n prompt) and the fact that the advanced form counts as the same spell level so it is not actually any more difficult or expensive to cast.
  • Advanced forms are castable even at Basic skill, but have a higher failure rate.
  • The advanced form appears in the Z menu once you are Skilled.
  • The advanced forms are implemented as higher-level never-generated spellbooks, e.g. “fire storm” and “frost storm”. Reading the basic spellbook automatically teaches you the advanced spell as well. This is dNetHack’s approach.
    • This allows you to balance them separately; in the case of fireball and cone of cold, the lesser spells could be dropped to level 3 or so and the advanced forms elevated to level 6.
  • The advanced forms are broken out into completely separate spellbooks that must be discovered and learned separately.
    • This makes the balance of spellbooks a concern, since it would add more books of a certain school.
    • Both of the ideas that involve higher level spellbooks may create a problem with the Z menu only allowing 52 different spells if more advanced forms come along, not that that can’t be worked around.
  • Skilled+ casting does nothing to the actual spell effects, but allows you to cast the spell mentally: you do not need to be able to speak or move to cast it.

It’s a problem that utility spells with a high failure rate, such as identify at 95% fail, is a mere inconvenience to players, since they can sit in a closet with a stack of food and wait for their Pw to recharge until they succeed. This is not really a problem with combat spells, since the penalty for failing to cast the spell correctly is a disadvantage in combat, where time and Pw matter. Some possible ways to address it:

  • Large penalties for failing to cast a spell, like a 1% memory loss and 50 hunger.
  • Failing to cast a spell locks it for a certain period of time. It would be hard to make this not turn into an even slower grind for utility spells, since the lockout period could just be waited out.
  • Make spells never actually failable, but Pw cost is increased proportional to the failure rate, specifically: real Pw = base Pw / success rate. Under this formula, a 15 Pw spell at 95% fail becomes a 300 Pw spell at 0% fail. This means the Pw cost should be exposed in the spellcasting menu rather than failure rate, even though failure rate still needs to be calculated. Maybe use different colors in the spellcasting menu to denote spells you can cast now, spells you can cast by waiting to recover more Pw, spells you can’t cast even at your current maximum Pw, and forgotten spells.

Instead of books having spestudied charges which leads to a lot of issues with polypiling, you read them once and they disappear, but you get 3 times the spell memory. This is intended to remove tedious spellbook micromanagement.

  • Spellbooks would need to be considerably more common than they are in vanilla. In FIQhack, where this was originally discussed (and later implemented), spellcasters generate with books, and the level of dropped spellbooks scales well as the game progresses since more dangerous monsters carry higher-level books.
  • This addresses polypiling by allowing the player to polypile the book as much as they want, but they can only read it once. (Does not fix the problem of polypiling a book multiple times and identifying but not reading the results – perhaps an increased chance of going blank is in order.)
  • Slightly makes things tougher for people who finish their games in under 60,000 turns, since they can’t use a spell for free confusion. Which may actually be a good thing.
  • Also a problem for people who play very long games, because they will need to find or write replacement spellbooks; however, this was sort of already the case.
  • May make polypiling unknown spellbooks too popular, since an unknown spellbook is likely not to be the one you want, or you have price-IDed it and know it’s something you will never use, and you can now poly without consequence. Perhaps address this by giving polymorphed spellbooks an elevated chance to become blank, and blank spellbooks do not poly into anything else.

An Alchemist role, revolving around potions and alchemy, and likely requiring overhauls of several systems.

  • The main form of combat is to create phials of potion (where 1 potion splits into many phials), which can be tossed at enemies to cause potion effects on them. The main potions used are things like acid, paralysis, (lit) oil, and confusion.
    • Phials come in all the same types as normal potions but have somewhat weaker effects.
    • You can dip a stack of empty phials into a potion to fill them with that potion (up to some maximum).
    • Thrown phials have the same exact splash damage effect on things as throwing the potion would produce, but drinking it is a small enough dose to only cause the splash damage effects to the drinker. Requires some balance so that splash damage is useful against monsters but not useful for the player to drink for beneficial phials.
    • Phials can be dipped into potions, but nothing can be dipped into phials.
  • The quest artifact is the Philosopher’s Stone.
    • The quest leader is Nicolas Flamel and the nemesis is an Avatar of Death (like Death, but weaker).
    • Fun possibilities for transmuting materials here if the object materials patch is in effect.
    • Its base item type could be a ruby (but perhaps not because dnethack makes the Heart of Ahriman a ruby) or a garnet, based on its color in Harry Potter, or an opal.
  • Can also create alchemic gizmos: smoke bombs from potions of blindness, firebombs from potions of oil, all lighter and more numerous and useful than the base potions.
  • Start with all potions identified.
  • Could start with an alchemy kit, which is a rare tool find for other roles. NeroOneTrueKing proposed a set of mechanics for an alchemy kit:
    • Has 3 compartments. The first accepts only potions/phials of polymorph (or perhaps it just has charges and you can recharge it by using potions of polymorph).
    • The other compartments must each only contain items of the same material.
    • A success chance is displayed based on the amount of polymorph potion available, the weight ratio of the two compartments, and the materials themselves (metal can transform into metal relatively easily).
    • A successful use swaps all of the materials of the two compartments.
  • Needs mechanics such that in an Alchemist’s hands, no potion is useless.

The invoke effect of the Philosopher’s Stone is heavily debated.

  • It creates potions of the Elixir of Life. This potion cures disease and restores lost attributes, but most importantly it grants temporary intrinsic lifesaving. If you die with intrinsic lifesaving, you lose the remaining time for the intrinsic.
  • Creating potions is way too powerful since the player will be able to bank them, so nerf this: perhaps you can only get Elixir of Life by dipping the Stone into a potion of full healing, or something. Or Elixir goes bad after a while and reverts to water, making it usable for before a fight but not for stashing.
  • The Elixir should not be more powerful than a potion of full healing, or the invoke effect of the Staff of Aesculapius - healers should be the best at actual healing. Probably, getting lifesaved from intrinsic lifesaving will only restore enough HP to stay alive a little longer.
  • The Elixir gives a large temporary boost to HP regeneration.
  • No Elixir of Life; it instead turns potions of sickness into (extra? full?) healing.
  • The Stone can turn metal objects into gold or can turn rocks into gold pieces when rubbed on them.
  • When dipped into gain level or gain energy, transforms the potion into polymorph.

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.

Very intelligent monsters calculate whether it is more advantageous in terms of damaging the enemy versus taking damage themselves to pursue a target in melee, keep a safe distance and attack from range, or flee. Complex solutions would involve the monster storing lots of data about which attacks it has seen its opponents perform; however, this might get memory-intensive and expand save files quite a bit. A possible algorithm that relies only on game state and is based on FIQhack’s dragon AI algorithm is as follows:

   If able to attack at range (spit/breathe/shoot missiles/use items/etc):
     If the target is in range but not adjacent:
       Attack at range.
     Else if the target is adjacent, and is at least as fast as the monster:
       Attack in melee, or use ranged attacks point blank.
     Otherwise:
       Try to move somewhere aligned with the target, as far away as possible while still being in range.
   Else if the monster is unable to attack at range but will be able to soon (dragon):
     Stay out of line with the target.
   Otherwise:
      Close to melee range.

Make the identification game less regimented. Currently, a rational spoiled player (who will not take the risks associated with direct use-ID) is restricted to indirect use-ID (and monster use-ID) of most objects until such time as they can find a general, book, or scroll shop, at which point they can price-ID the scroll of identify and other items. Once identify is known (and could be blessed), the good items (as determined by price ID) can be fully identified. This is problematic because it’s not at all a gradual process, and it feels like it should be.

Some ideas have been floated to remove price ID outright (presumably, a shopkeeper would pay the same amount for each item of an object class as they currently do with amulets). This has some advantages; price ID is tedious, encourages stashing to some extent (because stashing near a shop where you can ID new things is good), and roguelike players who don’t primarily play NetHack tend to hate its price ID system. In this case, either the scroll of identify should start out identified for all characters, so that identification doesn’t take forever to get off the ground, or some other mechanic should be added so identify is easy to pick out for spoiled players (such as retaining price-ID for only that scroll).

A designer may not want to get rid of the price identification system entirely. But there are some options for amending it. Overall, it should become less regimented and predictable, and less necessary of a strategy. NetHack’s entire idea of price tiers doesn’t appear to be based on much of anything, and having items organized into tiers makes it easy to disregard entire sets of items once their base prices are known. Ideas include:

  • Change price ID so that each item is assigned to a “band” of possible prices. There are four price bands, and each item class has its base price randomized based on its band. The price bands show up on unidentified items, e.g. “an expensive scroll labeled KIRJE”. Some items might fall into more than one price band.
  • Implement price tiers (e.g. all scrolls cost either 100, 150, 200, or 300), and items are placed into 1-3 possible tiers at the start of the game.
  • Fuzz the prices of items so that it’s not possible to definitively say what an item is, only that it’s cheap or expensive.
    • One way to do this is to scatter the base price of each previously tiered item each game on an interval so that it overlaps with the intervals from other previous tiers, perhaps a random number from 1/2 the original price to 2x the original price.
    • Or fuzzing is done on a per-shopkeeper basis. Each shopkeeper sees each type of object as having a different base cost, based on hashing their monster ID. Asidonhopo sells a scroll of fire with a base cost of 86; Enniscorthy sells it with a base cost of 103.
    • Or, do away with tiers entirely and simply scatter the base costs permanently. A ring of free action might be 240 or 260 base, because it’s on the higher end of usefulness in the former 200 tier. Some fuzzing would probably be needed here to keep things from being unambiguously identified.

Make scrolls and spellbooks in particular partially identifiable outside of a shop without having to formally identify them or guess based on frequency (which are currently the ‘‘only’’ ways to identify them outside of a shop). Ideas:

  • Higher level spellbooks could be heavier. D&D does this. However, unless the game shows the weights of items to the player, it will be tedious for the player to figure out the exact weight of a book by picking up and dropping items of known weights.
  • Make spellbook appearances more complex based on level. A simple color indicates a 1-2 level book, an unusual color or appearance indicates a 3-4 level book, a very odd or ridiculous appearance or material indicates a 5-6 level book, and a completely over-the-top appearance indicates a level 7+ book. (Example: “red”, “steel”, “bone”, “jewel-encrusted”). Shuffling of the random appearances would need to be changed so that the books retain an appearance in their original bracket.
  • Make scroll label length (or, more complicated, its number of syllables) roughly correlate to its cost. The correlation could be fuzzed a bit, so MAPIRO MAHAMA DIROMAT is probably a 300 zorkmid scroll, but is certainly no less than 200, and NR 9 is probably something really cheap, but might be 100 zorkmid.
  • When you read a spellbook, you are given a menu with three options:
    • Give the book a cursory glance-over. This can fail with low Int/XL but is fairly unlikely and has very minor failure effects. If successful, it identifies the spell level of the book. Takes 1/10 the usual spell study time.
    • Briefly study the book but don’t try to learn its spell. This can fail with mediocre Int/XL but will be reliable at high ones. Moderate failure effects. If successful, it identifies the spell contained in the book. Takes 1/3 the regular spell study time.
    • Study the book normally with normal failure effects and normal spell study time. Learns the spell if successful.

With respect to other proposals about crafting (involving a craftsmen’s guild or even scattered craftsmen), the process of traveling back and forth to and from it might become busywork. So if players could craft things on their own, that might be better.

  • Would probably need properly flavored terrain for workstations, like a furnace or smelter, for certain crafts, otherwise flavor is too weird. (But this creates the problem of having to travel back and forth to it again.)
  • Fixed, non-simple recipes (e.g. existing scroll crafting is a simple recipe) are a heavy spoiler tax and should be avoided.
  • This could be simple for certain types of items, as in requiring some silver or gold and a diamond to craft a diamond ring, but doesn’t explain where any magical effects come from, and also might weirdly tie crafting recipes to randomized appearances which have previously been meaningless.
  • Probably requires a few more “base” crafting materials, some source of leather, some source of wood, etc.
    • Corpses could decay into bones, which disappear themselves with a longer timeout, but in the meantime can be used to craft bone stuff.
  • One of the craftable items should be saddles, because they’re very hard to find for non-Knight characters who want to ride.
  • Tallow candles should be relatively easy to make, because they can be made out of fat from slain animals.

Add a Craftsmen’s Guild to the game, as a method of advanced crafting (unlike the player’s simplified crafting such as alchemy crafting potions into other potions, or combining a blank scroll with a magic marker to make magic scrolls). The guild either has its own dedicated special level, or occupies part of a preexisting special level.

  • The guild is populated with master craftsmen who work on the principle of “valuable junk items + very large sums of gold = desirable items”. They can also do some things available to the player, like increasing weapon enchantment, without needing the specific consumables needed for the player to do it.
  • Would serve as a replacement or stand-in for the black market. Resolves some of the problems with balancing black market shopkeepers: if you kill the black market staff, you can have every item in the market, so black market staff must be insanely powerful. If you kill a master craftsman, however, you don’t get anything of value. Therefore, master craftsmen don’t have to be insanely powerful, or even good fighters.
  • Not as good as wishes; there are some things they cannot make for you, like magic lamps, and many magical tools. You cannot specify enchantment or blessing either. For items for which enchantment doesn’t matter, the material cost will be higher.
  • The interface works by #chatting to them. They will ask you what you want to create, and you enter it (using the wish parser logic to extract the proper object class), and then they will tell you the items and gold they will need for it. These could either be randomized or use certain fixed ingredients with some randomization or use completely fixed recipes; if randomized it will be deterministic for that item for that craftsman in that game. You are then prompted to select the items from your inventory.
  • For gold and other balance reasons, this would probably work better the farther it is into the game; maybe it could even be found deep into Gehennom. Maybe you even have to liberate it from a demon lord.
  • Craftsmen might include:
    • Metalworkers (see below)
    • Wandmakers (produce wands)
    • Scribes (produce scrolls and spellbooks)
    • Alchemists (produce potions)
    • Toolsmiths (produce mundane and some magical tools)
    • Jewelers (produce rings and amulets)
    • Sculptor (produce statues and figurines)
    • Leatherworkers (produce leather items and saddles)
    • Chefs (produce food)
    • Arcanologists (transfer charges/enchantments from one item into another, consumes only gold and not items)

Metalworker notes

Metalworkers are probably the most important sort of craftsman for many characters. There could be multiple types, each specializing in one type of metal, or just one type that does everything.

  • Silvering items (or gilding, or copper-coating) should require you to use up junk silver items equal to some amount of weight proportional to the weight of the new item. The zorkmid cost of silvering should be very high.
  • A forge room type (probably containing lava and maybe some junk items like iron chains) could be added which has one or more smiths in it (silversmiths, goldsmiths, blacksmiths).
    • Goldsmiths seem rather pointless right now, since there is only one gold item (the ring). They would be more useful if gold equipment existed and conferred some benefit.
    • Blacksmiths don’t have much to do as far as turning items into iron goes, but they could produce iron weapons of a type the player wants, or repair and improve iron weapons and armor (increasing its enchantment).

Cantrips are level 0 spells that cost d2 or d3 power to cast. In order not to let them be unbalancing, they don’t train skill and are mostly useless, except in certain circumstances or for low-Pw spellcasters who can’t do much of the bigger stuff yet. ais523 suggests that good candidates for cantrips might be things that have little combat use, and whose effects could be duplicated by backtracking or other tedious things, but would be useful to avoid boredom. Given their cheapness, they should probably not train skills, and may not even need spell schools.

Most ideas for cantrips seem to be a little too powerful and would do better off as normal spells (and may be listed as independent YANIs for normal spells); however, those that seem like they would fit are listed here.

  • Increase the odds of monsters dropping a corpse in the next few turns.
  • Create an empty unlocked chest. (This would need some restriction so you can’t farm and sell them; perhaps you can only create up to 10 or 20 chests per game with this.)
  • Mark a map square with a symbol, perhaps a comma, that is no different from normal floor but shows up on #overview and the normal map view.
  • Deal some small damage, such as d5 or d6, to a nearby creature. (Acid Bubble from D&D is a nice corresponding cantrip.)
  • Dig out a single square.
  • Create a cancelled hostile yellow light. It cannot explode at you since it is cancelled, so it becomes an autonomous light source of radius 1, which can’t follow you down levels like a pet can. Killing it should not grant you any experience; otherwise this would be easily farmable.
  • Light a radius 2 or 3 area permanently, like a weak form of the spell of light.
  • Mage hand: you indicate a direction and the nearest item on the floor in that direction, assuming it’s under 100 weight or so, is brought to you and is placed in your inventory. This can be used > to get things out of pits.
  • Create an illusion of yourself at your spot. The illusion never moves. Monsters that see it assume it is you and will attack whichever one is nearer (the illusion is instantly destroyed if attacked).

Address startscumming by introducing a point buy system for starting characters: unrandomizing starting stats and inventory and letting the user spend points on stats and equipment however they like. (Note: dtsund’s class overhaul proposal also addresses unrandomization of starting inventory by simply removing all the random chances to get items, but it doesn’t involve point buy.)

Starting stats

  • Any point buy for stats is likely to involve a tedious interface. Developers could get around this by making it options-only, perhaps in a way that allows the user to say “buy to get my Strength up to 10, and my Int up to 9, and randomly pick the rest”, but specifying it per-role could get annoying.
  • It’s important to allow people who want to start and splat games rapid-fire to do so, and it would be preferable if new players didn’t have to learn the complexities of a new interface.
  • The rc file must allow the user to specify starting stats per-role in this case, or specify that they want random stats.
  • “Dump stats” like Cha, and Int and Wis for non-spellcasters, allow people to buff their important stats at the expense of unimportant stats, which may indicate some underlying balance issues with these stats or that the stats can have too wide of a starting range.

Starting inventory

  • Even in a non-point-buy system, for starting inventory in cases like for Monk and Wizard where the player gets a random spellbook with equal weight among the possible choices, the player should be able to select which.
  • Any point buy system for inventory should probably be options-only, since designing an interface to do so would be complicated.
  • Naturally, items like magic markers and rings of polymorph control cost lots of points, whereas things like apples and oil lamps cost only a few.
  • Some items should probably have maximums.
  • This would come at the expense of players who actually want different nonrandom starting inventories and don’t want to have to edit their rc file every time.
  • If the player’s options leave some or all of the available points free, the game will randomly buy items until there are no points left.
  • Unspent points should probably convert into a certain amount of gold.
  • Possibly the default items are expressed as a list which consumes most or all of the points and is sorted from highest priority to lowest, and ones the user specifies get moved to the beginning of the list, which will push the low-priority items into the range of not being able to be purchased.
  • Certain items, like the knight’s lance and probably most armor, should not be purchasable, and the character always gets them.
  • FIQ proposed a system in which you can specify one item, and the game will try to reroll your starting inventory many times until it gets that item. Since this is effectively built-in tool-assisted startscumming, it gets tracked as a conduct. However, making it a conduct could be self-defeating in that people who don’t want the game to show they broke the conduct will not use this system and continue to startscum.

#3950

 · 
vanilla

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.

Allow sinks to be catalysts for alchemizing things. (Or possibly add a “cauldron” as a new piece of dungeon furniture, but that’s iffier.)

  • You can dip potions into sinks to pour them down the drain, experiencing the vapor effects in a safe way. (Pouring polymorph down the sink of course polymorphs the sink.) This requires vapor effects to be implemented for many of the potions that don’t currently have any.
  • If you don’t pour the potion down the drain, you instead mix it with the fluid from the tap, which is usually water but can already be a random potion.
  • Possibly, doing alchemy in/on a sink is more efficient. There are many possible forms this could take, such as:
    • Potions not diluting when you mix them.
    • Reduced or zero chance of an alchemic blast.
    • You can get results from mixing potions that you can’t otherwise. (Flavor for this is weak. Is the character heating them somehow with the hot water?)