#4491
If you are a gnome and encounter a monster wearing stomping boots, they can stomp on you to instantly kill you, just like the hero is able to do to small monsters while wearing those boots.
If you are a gnome and encounter a monster wearing stomping boots, they can stomp on you to instantly kill you, just like the hero is able to do to small monsters while wearing those boots.
Change Werebane’s base item to a ring of protection from shape changers. Confer the same sort of properties as it currently has now: while wearing the ring, you will deal double damage to and possibly even sear werecreatures even if your weapon is not silver, and possibly even instakill them on a critical hit.
Add two dice objects: a magic die and a plastic die. Both appear as “game die” when unidentified, are made of plastic, and weigh 2. Dice can be rolled by applying them or throwing them (upward or downward).
Magic dice are chargeable. They start out with 3-5 charges; uncursed charging adds 1 and blessed adds d3, up to a maximum of 7. The die can only be recharged twice.
Rolling either type of die produces a message “The die spins around and lands on [number].” Plastic dice and non-cursed magic dice use a d20 with even probability; cursed magic dice bias the result towards lower numbers such that the probability of each possible roll is proportional to 20 minus that roll (so there is a 19/170 chance of a 1, an 18/170 chance of a 2, etc.)
The effects are:
Roll | Effect | Message |
---|---|---|
1 | You are hit by a death ray that ignores reflection and possibly magic resistance and possibly even life saving. | “The die blasts you with a death ray!” |
2 | You are stunned, confused, blinded, and deafened for 200 turns, paralyzed for 15 turns, and inflicted with deadly illness. | “You stagger and your vision blurs…” |
3 | You lose a random intrinsic as if a gremlin stole it. | Usual intrinsic loss message |
4 | You suffer amnesia as if you had read a cursed scroll, and lose a point of Intelligence; this can kill you via brainlessness if it’s at 3. | “You feel like your brain is getting sucked out…” |
5 | You suffer a standard curse items effect. | “You feel as if you need some help.” |
6 | You lose one point in d3 different attributes that are not equal to 3, and abuse all other attributes. | Usual attribute loss message |
7 | You gain one point of Luck, unless Luck is already +10. | “You feel lucky!” |
8 | You take d20 physical damage (half damage does not help). | “You feel excruciating pain all over your body!” |
9-10 | Nothing happens. | |
11 | A random item is generated on your square. Unspecified what happens if you are not on solid ground. | “Suddenly, you see an object at your feet!” |
12 | You get the effect of a blessed potion of full healing. | Usual full healing message |
13 | You lose one point of Luck, unless Luck is already -10. | “You feel unlucky!” |
14 | You gain one point in d3 different attributes that are not at their maximum, and exercise the rest. | Usual attribute gain message |
15 | You identify all your possessions. | |
16 | You gain an experience level. | Usual level gain message |
17 | You get enlightenment. | “You feel self-knowledgeable…” |
18 | You gain a random intrinsic that you don’t already have that could have come from a corpse. | Usual intrinsic gain message |
19 | Your inventory is randomly blessed. | “The die emits a light blue aura.” |
20 | You get a wish. | “You may wish for an object.” |
One possible alteration is to do away with both the instadeath and the wish, because it’s been pointed out that nearly all the negative effects are recoverable. The player has an incentive to hold off on rolling the die until they have the wherewithal to recover from most of the negative effects, and then roll it as much as possible in hopes of getting a wish, while suffering few permanent issues. Giving the die a chance to just unavoidably end the game to compensate for wishing abuse may be unsatisfying.
Alternate god smitings (to go alongside striking with lightning): chaotic gods or Moloch try to create lava around and underneath you, and neutral gods blast you in a magical explosion that instakills you if not magic resistant, curses all your items, strips any charges from charged items and disenchants gear to something highly negative.
The Heart of Ahriman should do instakill when it is slung and hits a monster with a head who is not wearing a hard helmet. To encourage this, Barbarians should get Basic skill in sling.
To compensate for inevitable cheap deaths, any monsters that are too important to cheaply instakill via this method need to be given hard helms of some sort.
Any monster that is somehow forced to stand on a scroll of scare monster while being affected by it is immediately scared to death.
An artifact mask Mask of Many Faces, neutrally aligned. When invoked, you are prompted to target an adjacent creature. If that creature fails a monster magic resistance check, or a d(its maxHP) roll is lower than its current HP, it is instantly killed, dropping its possessions but no corpse or other special drops, and the mask changes to that creature’s form.
Subsequently donning the mask, or having it worn when invoking it, merges it into your skin and polymorphs you into that monster’s form, starting a timer (not the usual polymorph timer) after which the mask will turn blank and the polymorph ends. Lower level monsters than the player will produce a longer timer, and higher level monsters and uniques will produce a shorter timer. You can also invoke it again while wearing it to end the polymorph early.
Teleporting no longer checks to see if there is a monster present on the destination tile. Teleporting into a monster’s space has a chance of telefragging and instakilling it. (Though for fairness this should also happen to the player if a monster randomly teleports onto their space.)
The ring of warning, and only that, should indicate the exact amount of turns you have left to live when afflicted by a timed instadeath such as sliming, stoning, or strangulation. (And drowning and other forms of suffocation in variants that have that.) This feedback is conveyed by the ring vibrating that number of times, e.g. “Your [ring] vibrates twice.” Possibly it should only happen when the amount of turns to live is low because it doesn’t make that much sense for it to vibrate 20 times in one turn and have the hero count that accurately.
Don’t allow any single source of HP loss to kill you if you had full HP before the loss, unless your maximum HP is less than 10. (It would presumably leave you at 1 HP).
Any rock mole (including you, if you are polymorphed into one) that eats a wand of death dies instantly.
Non-fire-resistant creatures have a very small chance of spontaneously combusting in Gehennom.
Outside the Plane of Air (where there is no gravity), stepping onto air terrain automatically makes you fall to your death unless you are levitating or flying. (Or possibly you merely fall to a lower level, taking a fair amount of damage, or you have so far to fall that it takes a couple turns to hit the bottom, in which you have a couple turns to take some action to save yourself, by levitating or flying or whatever). However, you are prompted to confirm stepping out into the open air if it isn’t safe to do so.
Items dropped into open air either end up randomly placed on a lower level if there’s a sensible lower level to place them on, or vanish forever (though in that case an exception needs to be made for the unique items).
If falling into air is an instadeath, life saving acts the same as if you die in lava; it puts you on a safe location (“You find yourself back on solid land again”).
Air can use the W_NONDIGGABLE flag, or possibly one of the other struct rm flag bits, to represent a wind barrier, which the level designer can use to make a region of air impassible. Attempting to move onto such a space produces a message like “A strong gust blows you back!” and makes you lose the turn.
One of the greatest problems with air terrain is what ASCII character to display it as; existing implementations use just regular space (which is what it displays as on the Plane of Air), but this is easily mistaken for stone, which can lead to players unexpectedly falling to their death if there is no safeguard against wandering off a cliff, and would present a problem if there were ever a air/stone boundary, which would be invisible. Other suggestions include: space, but highlighted with the terminal’s black color ( ), black pound sign (#), black tilde (~), black right brace (}), or even just gray counterparts of these. All of these have various downsides; for instance, it must be expected that they will render as dark blue for some players who have use_darkgray turned off.
If you are mostly surrounded by puddings, they will merge together all at once and engulf you. This is a delayed instadeath in several distinct stages:
Amulet of drain resistance, which also gives immunity to death magic. Useful if monsters casting drain life are implemented.
Trappers’ and lurkers’ above digestion happens much more quickly than purple worms, on a shorter timer. As it stands, most digestion attacks aren’t very threatening as an instadeath because the player almost always has time to kill the digester.
For that matter, all digestion attacks should probably be accelerated somewhat, even those of purple worms.
Instakill effects deal a large amount of HP damage rather than instakilling, and give an appropriate message when something survives them.
Stomping boots. While wearing these, you may instakill and move into the square of all small monsters in the a, s, and x classes.
Instead of instakilling, death rays cause a delayed instadeath that require consumables or prayer to fix. Touch of death should also probably fall under this.
Hallucination should prevent against all death magic, including death rays, using the “near death experience” logic. Not just the touch of death.
Make death magic resistable by an amulet or ring. Possible names and corresponding exact effects vary:
Wands of digging kill any monster made of earth instantly.
The Master Assassin has an instakill attack (though not unpreventable; the player should be able to prepare and protect themselves some way).
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):
Getting lifesaved gives you experience points (because it’s a near-death experience). So should having a out-of-body experience from getting hit with death magic while hallucinating.
Remove instances of “bad RNG” contributing to forms of instadeath or a disproportionate bad effect for a RNG decision made mostly or completely independently of the player’s decisions, because they just add randomness or variance to the outcome of the game:
Split up the effects of magic resistance, as it is too extensive. It protects against magical force, death magic, teleportation, polymorph, etc.