All ideas tagged "new conduct"

#4789

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vanilla

Potionless conduct, which prohibits the hero from using or breaking a potion (i.e. quaffing them, dipping things into them, throwing them; also breaking them with a force bolt). Monsters throwing potions at you or breaking potions with force bolts do not break the conduct even if you breathe the vapors, which does mean there’s some possibility for abuse in putting a potion on the ground and giving a nearby intelligent monster a wand of striking, but the alternative is too strict.

#4788

 · 
vanilla

Zapless conduct, which bans any zapping of wands and casting of spells, or more specifically anything in which you use the ‘z’ or ‘Z’ command and don’t immediately decline to select a wand or spell. Cursed wands exploding, selecting a directional or spell to zap then escaping out of the direction prompt (“The wand glows then fades” / “The magical energy is released”), or casting a forgotten spell to become confused all break the conduct. The feedback in #conduct is “You have never attempted to zap a wand or cast a spell.”

The intent of the conduct is to create a game without magic that can be used repeatedly or spammed. There is one important repeatable use of magic via wands that is not covered above: engraving with wands, which allows using all the charges in nondirectional wands and burning or carving Elbereth in the ground. In particular, banning wand engraving would mean a follower of the conduct cannot use wands of wishing. If the implementation of the game does not already have an Elberethless conduct, banning wand engraving could be a good addition to this conduct.

#4787

 · 
vanilla

A containerless conduct, which prohibits you from applying containers in inventory and picking up containers not in inventory.

It does not prohibit merely having a container in inventory (which would make Rogues and Archeologists break the conduct immediately), nor does it prohibit looting containers you find in the dungeon. The point of the conduct is to play without being able to ever have more than 52 non-loadstone items at one time, protect your carried items from elemental or water damage, or get weight reduction from a bag of holding. Allowing looting of containers means that players don’t have to resort to bad workarounds for random chests such as locking and bashing them until they break apart.

Heroes that start with sacks still get a small benefit from them, in that they can choose where to place a container as an early stash and put items into it rather than leaving them in piles on the ground.

The feedback in #conduct is “You have never picked up nor applied a container.”

An identification-less conduct - you are prohibited from identifying any items. There are three possible implementations of this, in ascending order of strictness:

  1. The conduct is broken when you use identification magic to fully identify an item. This does mean it’s a risk to sit on thrones, as the “insight” effect may fully identify your inventory without warning. Use-identifying (e.g. zapping a wand, seeing a bolt of fire, and learning that all wands of that type are wands of fire) is fine.
  2. A birth option which shuts off formal identification and use-identification. This would likely just create a lot of tedium, though - the player would be incentivized to type-name object classes that they know for certain as soon as they learn them.
  3. A birth option which shuts off formal identification, use-identification, AND the discoveries list (so type-naming is not allowed and you always just see items as their appearance). This nominally removes the tedium of the above approach, but could still result in tedium if the player wants to replicate the discoveries list outside the game.

#4546

 · 
vanilla

New conduct, permaconflict, which must be enabled by setting an option. If you play the game with this, you constantly generate conflict, which likely makes some aspects of the game much easier and some much more difficult.

Not specified whether the permanent conflict would cause extra hunger like the ring does, or not cause any like artifacts do.

#4119

 · 
vanilla

“Priest of Flame” conduct, only available to Priests: they start with a lit candle or other source of flame, and must keep a lit flame on them at all times to maintain the conduct.

A carrion-eater conduct in which your only source of nutrition is allowed to be corpses. No permafood, juice, prayer or anything else.

#3922

 · 
vanilla

Scavenger conduct: never take an item from a shop or a chest (notably, this means you cannot take the wand of wishing).

#3884

 · 
vanilla

“Saintly” conduct, which tracks that you have never abused your alignment.

#3839

 · 
vanilla

“Psuedopacifist” conduct - you are allowed to kill monsters, but only in self-defense. This means you cannot kill a monster which generated peaceful, even if you anger it, and you cannot kill monsters which are incapable of taking action to harm you such as blue jellies.

Vow of poverty as a conduct. It is broken by ever having money in inventory (with a grace period of a few turns at the beginning of the game for roles that start with money, or define the conduct as never having money enter the inventory so you can spend initial gold, or a roleplay option similar to nudist that prevents you from generating with any money).

#3616

 · 
vanilla

Track not buying protection from a priest as a conduct, as a weaker version of atheist.

#3607

 · 
vanilla

New “pauper” conduct, in which you are not allowed to gain any gold pieces in your inventory (gold items like the gold ring and Candelabrum are fine, because they aren’t money).

An interesting side effect is that you can’t sell things in a shop since the shopkeeper will give you money directly for them, unless you manage to somehow remove all the shopkeeper’s gold, enabling you to sell and buy things for store credit.

#3599

 · 
vanilla

New “true vegan” conduct, which is broken by using any animal product whatsoever, such as leather-based armor, anything made of bone including unicorn horns, anything made of dragonhide, tallow candles, etc. Picking up the items is okay but applying or equipping them is not.

#3227

 · 
vanilla

Track a “magic resistance-less” conduct. It’s not actually broken by obtaining magic resistance at any point; it is only broken when magic resistance changes or negates an effect such as a polymorph trap or touch of death.

#3117

 · 
vanilla

Giftless conduct, which is broken when receiving divine gifts from sacrificing. Possibly also when receiving an artifact via crowning.

#2936

 · 
object materials patch

A “never wore dragonhide” conduct, which includes “natural” dragon armor items like scales and scale mail.

#2887

 · 
vanilla

Digless conduct: never dig any tile by any means (digging implements, wand of digging, spell of dig). Monsters digging don’t break the conduct.

#2486

 · 
vanilla

Taciturn conduct, which requires that you not use your voice at all. This mostly means that you can’t #chat with things; there probably aren’t currently enough things in the game which require or incentivize speech to make such a conduct meaningful. To that end, a useful #chat system that lets you do many things with many types of monsters (e.g. the one described in #2576) would be useful.

Certain messages like “You scream in agony as your body begins to warp” would need to be changed to special YAFMs if you have taciturn conduct intact.

#2196

 · 
vanilla

Polymonsterless conduct: you never intentionally polymorph a monster. (Though defining “intentionally” is probably quite tricky.)

#2194

 · 
vanilla

Petless conduct: increment when the player starts with a pet or tames a monster.

This conduct could be accidentally broken by the taming effect of a magic trap, which is problematic. One solution is to have magic traps pacify instead of tame if the player has the pet option turned off, but mixing options and gameplay like that seems like a bad idea. Worth noting that polyselfless is another example of a conduct that can be broken accidentally and is far more likely to happen. Note that xNetHack’s implementation of petless conduct just turns the charismatic magic trap effect into a pacification of adjacent monsters regardless of whether you’re petless or not.

Another issue is the guardian angel; it would be especially cruel to unexpectedly break the conduct on the final level of the game. xNetHack’s implementation prevents the angel from appearing if you still have petless conduct intact when arriving on Astral.

#2193

 · 
vanilla

Artifactless conduct: is broken whenever an artifact enters the player’s inventory (since the player never has to pick up an artifact).

#1562

 · 
vanilla

True pacifist conduct, which prohibits you from directly hurting any monster.

#1319

 · 
vanilla

A conduct that is broken if you use a unicorn horn. (Possibly, only if you get healing effects from a unicorn horn; using it as a weapon is fine.)

Conflictless conduct: never have a monster attack another monster while influenced by conflict. Would be best if you can safely ring-test conflict, perhaps it gives some message like “You feel aggravation” or “You feel irate” when wearing it (these messages would be shared with the ring of aggravate monster so as not to be unambiguous).

#729

 · 
vanilla

Track “did not enhance any skills” as a conduct.

New conduct for not hitting things with thrown items, and another conduct for not casting offensive spells.

#372

 · 
vanilla

Split weaponless conduct into melee-weaponless, ranged-weaponless, and spell-less conduct.

#321

 · 
vanilla

Conduct that tracks whether you ascend with your original pet. (Though this isn’t really in line with the other conducts, since it doesn’t require abstaining from anything. It might be better off as an achievement.)

#145

 · 
vanilla

A colorless or colorblind conduct, settable with OPTIONS=colorblind or something similar at the start of the game, as a permanent affliction. When you are colorblind, it is as if the color option is forced off, and any items with colorful random appearances cannot be distinguished from one another (all gems are just “a gem”; all colored potions, though not ones such as fizzy/bubbly/white/black, are just “a potion”; ditto for colorful spellbooks) until formally IDed. Figuring out how calling object classes works might be tricky, because having it work as it currently does would mostly nullify the identification challenges of being colorblind.

#49

 · 
vanilla

Add a conduct for tracking whether the player has not used any of each class of objects.