#4423
When running or traveling using the travel command, the hero should not stop to read any engravings or gravestones they happen to pass over.
When running or traveling using the travel command, the hero should not stop to read any engravings or gravestones they happen to pass over.
Gold bugs have some interaction with graves if there is one on the level. Perhaps they are found hiding near graves, or will try to pathfind to a grave and dig it up.
Add another dig-up-a-gravestone effect that creates a bunch of maggots around the player with the message “The grave is full of maggots!” If maggots are genocided or extinct, either produce a YAFM or defer to one of the other effects.
New special room “cursed graveyard”. Its initial generation is the same as a regular graveyard. The difference is that it generates undead monsters on open spaces in the graveyard (with messages like “A zombie claws out of the ground!”) at a much higher frequency than normal, so long as there is still a gravestone existing within the graveyard. When all gravestones in the graveyard are destroyed, the room converts to a normal graveyard and undead stop spawning.
Gravestone texts in a cursed graveyard don’t draw from the regular pool of gallows-humor messages. They instead use a separate pool of ominous, vengeful, and threatening messages.
Regular gravestone-destroying penalties do not apply if the gravestone being destroyed is in a cursed graveyard.
Priests can destroy a headstone in a cursed graveyard by #turning while standing on it.
Apply the digging-a-grave-up behavior (summoning undead, alignment penalties, etc) when a gravestone is kicked over, as well as digging it up. (The substitute for “You unearth a corpse” is to silently create a corpse buried under where the grave used to be.)
Change gravestones to display as white instead of gray to help distinguish them from walls.
You get an alignment penalty for digging up a grave if you are a Priest.
If fossils exist, they should generate buried beneath gravestones.
Vampires can only regenerate while standing on top of a gravestone or in a graveyard. (Ideally, they could only regenerate in a coffin, but nethack lacks those.)
Monsters that hide under objects can also hide under or behind various types of terrain, such as sinks, ladders, thrones, and gravestones.
The treasure found under randomly generated gravestones should be more treasure-like or the sort of items that get buried in graves in real life, rather than just random objects.
You can pray at a gravestone, or possibly ring a bell at one, to cause any of a number of good and bad effects:
After you get one effect, the gravestone is flagged so that it doesn’t happen again (or, more evilly, that any further attempts will only result in bad effects). Possibly shouldn’t work at all on graveyard levels, because they have too many graves to balance these effects.
Players can polymorph dungeon features by zapping a polymorph beam down at it, with some special cases: