#5127
There should be a Dexterity saving throw against taking fall damage when you fall through a hole or trap door and land on a different floor.
There should be a Dexterity saving throw against taking fall damage when you fall through a hole or trap door and land on a different floor.
Boots that act like the Hover Boots in The Legend of Zelda: Ocarina of Time. They do not actually make you levitate like boots of levitation will, but will instead delay falling for a turn or two, so you can cross holes, pits, and 1 or 2-square wide liquids like water. If you stay still on the space without support and let the timer run out, you will fall. In order to mislead the player into thinking they might be water walking boots, they may give no special message when activating.
Not specified if this should be an ordinary random piece of magical armor, or a minor artifact.
Fall damage from falling through a trap door or hole should be significantly reduced if you happen to land on grass.
Holes and trapdoors should be made determinstic, by doing the following: Any time something uses a hole or trapdoor, seed a special RNG with the x, y, and z coordinates of the hole or trapdoor, and use it to generate the destination level. Store the RNG state with the migrating monster or object (or player), and use it again when that level is loaded to select a landing spot.
Various effects for armor pieces based on their randomized description:
The “Construction Patch”:
Note that the two boulder-creation methods above run the risk of being exploited for abusable quantities of food if you have stone to flesh available, and the stone-to-flesh-walls method explicitly invokes this.
When digging a pit, there is a (10 - (Luck/2))% chance that you break through to the floor below, creating a hole instead and falling through.
Occasionally, if a Mines filler level generates where there is a sufficiently large space of empty stone, a little separate walled-off area may generate disconnected from the main map, containing a few gnomes and dwarves, and some more gems and gold, possibly in a chest. This area won’t get the stairs generated in it, and should probably contain a hole so that a randomly teleporting player won’t get stuck there (other types of escape items could get picked up by the gnomes and dwarves).
A statue that falls into a pit or hole fills it up like a boulder would.
When falling down a hole or trap door, monsters’ spaces are considered valid locations to land. If you land on one, you instantly kill it.
If you fall through a hole or trap door onto a level, and there is a trapper or lurker above in the area you are eligible to arrive in (because some levels constrain the region you can arrive in), you automatically land on its space and get instantly engulfed by it (with a message stating as much). This is flavored as the monster lurking by the shaft in order to catch easy prey.
Remove the air currents in Sokoban that prevent you from floating or flying over the pit and hole traps. Instead, apply the normal luck penalty. Though it’s been pointed out that this would allow a player to bypass the entire branch and then negate the whole luck penalty if they can find or create a coaligned unicorn and throw a few gems at it.
Livelog when you fall unusually far down a shaft (4+ levels, a “very deep” fall).
Occasionally when a pit or hole is generated, generate a random cloak on top of it (it’s poorly covering the opening and the hero doesn’t notice until they either search while next to it or step onto it).
Holes always drop you exactly one level (though trapdoors may still go farther).
When you step onto a pit or hole, your chance of falling in is based on your Dexterity rather than being the usual flat 20% chance for traps.
Lit candles get snuffed when you move next to an unseen secret door, trap door or hole: “A draft blows out your candle.”
More harassment effects: the chance of respawning the Wizard is a fixed 1/7 and the rest of the effects are equal probability. Multiple non-duplicate effects may happen at the same time.