#4434
Silver items never generate in Gehennom, except for non-weapon-and-armor items which are base silver such as the silver wand.
Silver items never generate in Gehennom, except for non-weapon-and-armor items which are base silver such as the silver wand.
Magic flutes have a roughly 1% chance of generating as gemstone (or glass).
Since crystal chests are difficult to open compared to regular containers, random ones should generate with commensurately good contents.
Vary the object class generation probabilities at the start of the game. Probably not too heavily, but adjusting the numbers so there is e.g. a greater than normal bias towards spellbooks, wands, and armor, and a lower than normal bias towards rings, weapons, and potions (and a different game might favor rings and potions at the expense of spellbooks and wands, etc). The idea is that this will lead to more replayability, since it will be interesting to play a game with shortages of certain items and surpluses of others.
In order to add variability between different games, at the start of every game, “theme” objects and monsters are selected, which are outsizedly likely to generate. For instance, one potion type becomes the “theme potion” of the game, and then 10% of all randomly generated potions are that potion, and a wand type becomes the “theme wand” and 10% of random wands will be that wand.
Three theme monsters are picked, one low level, one medium level, and one high level. The probability for them generating when a random monster generates should probably be lower than 10%.
Magic markers are made more common of a tool, but they hold fewer charges to compensate.
Instead of books having spestudied charges which leads to a lot of issues with polypiling, you read them once and they disappear, but you get 3 times the spell memory. This is intended to remove tedious spellbook micromanagement.
Scale spellbook generation rates by level and dungeon depth, making lower-level books much more frequent higher in the dungeon, and higher-level books more frequent lower in it.
Randomly generated statues and figurines (and masks in variants that have them) should use a higher effective difficulty when choosing the associated monster species, because using low-level monsters is boring and typically useless to the hero.
This should probably also apply to statue traps, since they are not very threatening at the moment.
Items that generate with an object property should be eligible for the chance of generating with a name even if they’re only +0.
The rings of the Nazgul generate with names corresponding to 1 through 9 in Elvish (Black Speech would be better but doesn’t have known words for most of the numbers).
There may be an extant patch for this somewhere, but it wasn’t able to be located.
Objects that currently generate cursed 90% of the time instead generate cursed 100% of the time.
Crude (orcish) items should never generate with valuable metals (gold, silver, platinum, mithril) as their material.
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.
Occasionally, when generating a level 6+ spellbook, set its opoisoned flag to true. You get “The book was coated in contact poison!” not as a random spellbook reading failure effect, but when you try to read a book whose opoisoned is set to true. Triggering the contact poison usually (but not always) clears the opoisoned flag, so it won’t be poisoned if you try to read it again.
Dipping a poisoned spellbook in any healing potion will neutralize the poison and use up the potion. Possibly, dipping it in a potion of sickness will poison the book, though this would be useless unless monsters read spellbooks.
Less useful potions (useful enough to throw at monsters, but not usually to drink) sometimes generate in small stacks, so they can be thrown without worrying about stashing them as much. It would help if potions were made somewhat lighter.
Weapons and armor that generate in shops can be randomly eroded at any erosion level. Perhaps 10% or 20% of items are eroded, the rest are not.
Containers never generate with food. Instead, split up the probability of food among other object classes that have nonzero probability, and also allow some tools to generate in them.
Revamp ring explosion on charging them: a ring enchanted to a positive value has a enchantment in 7 chance of “vibrating unexpectedly” or something similar. This is a warning and, like weapon vibration, does not hurt the ring. If you get this message, the ring’s otrapped flag is set. Charging a ring with otrapped set always explodes it.
There is no other way to ascertain the otrapped value of a ring, other than getting this message. A ring that generates at +4 or above has an enchantment in 10 chance of already having otrapped set. Discharging the ring via cursed charging or drain life has a 50% chance of removing the otrapped flag per point lost.
Tinning kits are lighter, but generate with a small amount of charges rather than the large amount they currently have.
Statues of a monster occasionally contain a figurine of that monster inside.
Artifact large box Pandora’s Box: it contains a ton of good loot, but opening it (or destroying it, or tipping it) alters several overarching gameplay mechanics that all make the game tougher.
Since it’s not as straight up beneficial of an artifact as most others, perhaps it shouldn’t count as a generated artifact for gifting/wishing purposes.
Spellbooks can generate pre-read. They will always have at least 1 use remaining in them (and that will be uncommon), but they are not always new spellbooks. If monsters cast player spells and generate with spellbooks to cast them (as in FIQHack), those spellbooks should be pre-read as well.
Amulets of change generate cursed no more than regular amulets (it no longer generates cursed 90.5% of the time).
Corpses dropped by mummies are always cursed.
Crystal plate mail is so transparent to magic that it provides no magic cancellation and can’t be enchanted, disenchanted, canceled, destroyed with destroy armor, or cursed with curse items. Possibly extend this to any armor made out of crystal (GEMSTONE). Also possibly it always generates as +0, because anything otherwise would imply that it had been enchanted previously.
When choosing the monster type for a mask, use a higher difficulty threshold than it would take to generate monsters; otherwise masks only generate with level-appropriate monsters which the player probably doesn’t want to turn into.
Ice boxes occasionally contain potions of booze or fruit juice in addition to corpses. A proposed frequency is 1% of ice boxes, and they contain d3 of either type of potion (possibly both).
Scrolls of remove curse never generate cursed, and resist becoming cursed.
Get rid of the enchant armor and enchant weapon scrolls. Artifacts have fixed enchantment values. Higher-enchanted gear spawns as depth increases.
Wand definitions specify the amount of charges each wand should generate with. Polymorph wands should get fewer charges than other beam wands, for instance.
Figurine monsters generate with an inflated monster generation difficulty (because a figurine of most at-difficulty monsters is likely to be underwhelming as a potential pet).
Make identify scrolls generate blessed more often (perhaps 1/3 of them blessed, 1/3 uncursed and 1/3 cursed, or 1/2 1/3 1/6, or something) to remove the incentive for players to hoard everything until they can get holy water.
Wands may generate pre-recharged.
Autocursing armor always generates cursed; it is thus perfectly safe to wear any confirmed non-cursed armor the player finds.
Object properties are more likely to appear on poorer weapons and armor.
Weapons can rarely randomly generate as erodeproof.
Attempt to address the ascension kit problem: make the highest-tier, really good quality, +8 or +9 gear be generated on the toughest monsters or even bosses deep in Gehennom. The high enchantment makes it incredibly hard to get through normal means, even if the base gear is wished for elsewhere. Overall end-game difficulty would need a bump if the average player is expected to pick up and use some of this gear.