#3660
Spellcasting monsters have a lowish chance of receiving a quarterstaff in their starting inventory.
Spellcasting monsters have a lowish chance of receiving a quarterstaff in their starting inventory.
Gremlins generated not via cloning an existing one may spawn with a cursed scroll of light, and read it to create darkness when in the presence of brilliant light (Sunsword or gold dragon armor) or just randomly in lit areas when they sense an approaching player.
Rarely, a player monster will be generated as following a random conduct or conducts. This influences both their gear (e.g. a nudist player monster will not have armor, a zen player monster will wear a blindfold) as well as their behavior (a pacifist player monster will not attack).
Elves sometimes carry lembas wafers, dwarves carry cram rations, and orcs carry tripe rations.
A small fraction of Kops should generate with bananas, for slipping on.
Give starting pets some form of protection against zombies’ instakill bite attacks, likely by having them start wearing a hard helm or allowing the player to put one on them.
Give soldiers (only those, not the higher ranks) javelins as a ranged weapon occasionally, in order to increase the availability of javelins in the game.
Giants occasionally generate with a rusty or very rusty two-handed sword or battle-axe, rather than a boulder to throw.
Croesus generates wearing a random gold amulet (probably not change or strangulation, though).
Only one hobbit per game will be generated with an elven mithril-coat. Once one generates, no other one will generate.
Some Yendorian Army monsters, particularly soldiers, are eligible to receive bows and crossbows as starting weapons.
When a silver item would randomly generate within Gehennom, try to reroll its materials (possibly multiple times) so that it’s less likely to be silver. This is because the inhabitants of Gehennom would likely have tried to get rid of all the local silver. Additionally, demons should never receive silver items in their starting inventory.
Gnomes don’t have any special cases to generate with daggers, or else they’re much less likely to get daggers compared to their other possible starting weapons. And if they do start with daggers, they’re much less likely to get stacks. This is to prevent the Mines from being an easy source of dozens and dozens of daggers.
Ring of gold detection, which provides persistent passive gold detection in a radius. Lets you see how much gold a monster is carrying when you chat to them or use a stethoscope. Vault guards are guaranteed to carry one; leprechauns very rarely generate with one.
If a monster would receive a teleport item but the level is non-teleport, don’t give it to them.
Aligned priests can sometimes generate with 1-2 holy water instead of 1-2 of their spellbooks. Moloch priests will get unholy water rather than holy.
Some angels generate with a harp. A fraction of those that do get a magic harp; the rest get mundane ones.
Gnomes generated outside the Mines generate carrying one or two random gems (possibly none, subject to current level difficulty).
Fix the problem with Aleaxes creating a copy set of your gear which can then be used as polyfodder by flagging the armor that gets generated with an Aleax to polymorph only into non-magical items.
Randomly generated foocubi may generate with some amount of gold (taken from previous partners).
Nurses rarely generate with stethoscopes.
Add a “summoned” bitfield to struct monst, which is used to identify monsters that have been created through magical means. Should be a bitfield rather than a flag so that it can track different details of how it was summoned (from trap/wand/etc, by player or by something else; it probably doesn’t warrant a mextra struct). Summoned monsters can have various anti-farming nerfs applied to them: no training skills, no corpses, no deathdrops, no starting inventory, no experience, etc. Possibly, summoned monsters also disappear after a few hundred turns.
Arch-liches sometimes generate with potions of unholy water in their inventory.
Remove deathdrops entirely, and instead give monsters items in their starting inventory with the same rules as a deathdrop.
Liches drop or are generated with fairly good magical items, like potions, scrolls, spellbooks and even wands, to incentivize not genociding them.
Gold generated from monster inventories should be tracked by the game and tail off after a while.
Dwarf kings have a chance of generating with a silver dagger.
Tripe rations should not generate randomly very often, but they should appear in the inventories of monsters that like tripe, such as orcs.