All ideas tagged "occupation"

New role based on a “loup du noir” archetype, possibly called the Lycanthrope - you start with a pelt, a new sort of cloak-slot armor that polymorphs you into a specific type of monster when you wear it. You also are inflicted with some sort of delayed lycanthropy - you won’t randomly polymorph into a monster like with standard lycanthropy, but after not using a pelt for a while, you do start feeling the urge to put one on, and if you still refuse, you are eventually compelled to put one on. (It isn’t specified what happens if you get rid of your pelt(s) by the time you would be compelled to wear one; possibly you just die from insanity, or else the addiction is implemented in some other way like continuous worsening HP damage.)

The form you get from wearing a pelt has some boosted stats from the base form - in particular, your carrying capacity and damage would be better than the stat blocks for the monsters suggest.

You could start with either a “default” pelt which is not very good, but can be turned into an ideal one later, or start with a specific animal’s pelt, which you can control with the pettype option. This role never starts with a pet.

Pelts might also work as a standalone concept or one that works with a druid, ranger, or caveman role:

  • You can obtain a pelt by using a knife to skin the corpse of some monster that would reasonably have a pelt. This will probably be an occupation, and either its time or success rate will vary based on your knife skill and if you have a role-specific bonus.
  • By using some sort of magic (instead of it being inherent to a role), you can transform into the animal whose pelt you are wearing.
  • Pelts confer some benefit when worn as a cloak besides the ability to polymorph, which varies depending on the monster species, such as a boost to damage.

Change dipping into existing water to a standard multiturn action. If you are on top of water that you can dip into, you are now asked immediately after typing #dip if you want to dip things into it. If you say no, you are prompted for items to dip into each other like normal. If you say yes, you are presented with an inventory selection menu that allows you to select multiple items. Then you dip each of those items once into the water, handled automatically as an occupation. If something interesting happens, like a fountain effect or a monster moves nearby, the occupation is interrupted like normal.

Unspecified how the player should communicate their intention to dip items multiple times. For instance, when diluting potions in a fountain which might dry up, it’s desirable to double-dip all potions one by one in case it dries up part way through, but it’s unclear how the interface should handle this.

#4118

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vanilla

Make untrapping containers an occupation: always takes 5 turns, you either find a trap or you don’t, and you can’t try again on that container. This avoids having to type out #untrap multiple times for no apparent results.

This could also extend to untrap attempts on doors.

#4032

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vanilla

Becoming hungry or weak does not interrupt opening a tin, though it continues to interrupt all other occupations.

#3834

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vanilla

Peaceful monsters casting spells do not interrupt multi-turn occupations.

#3513

 · 
vanilla

Multi-turn occupations should be interrupted when the player gets a warning about levitation timing out soon.

#2063

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vanilla

Spells now take different numbers of turns to cast (interruptable by normal means). Combat spells and some of the emergency spells still take only 1 or 2 turns, but utility spells can take up to five or so.

#1572

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vanilla

A set of options (similar in structure to the paranoid options) that manages triggers that you want to interrupt you. Examples of triggers: a monster attacks, you teleport due to teleportitis, a monster comes within sight, a monster comes adjacent to you.

#1429

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vanilla

Turn kicking a door into an occupation: you’ll keep kicking it until you get interrupted somehow, or successfully kick it down.

#1368

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vanilla

A command that you can prefix some action with to voluntarily make that interruptible action uninterruptible.

#1311

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vanilla

When multiple-turn searching, stop when a new monster enters your field of vision.

#750

 · 
vanilla

Turn trying to open a door into an occupation: if you get attacked or otherwise distracted while trying to open the door, you will stop, but you don’t have to manually keep trying and failing to open it.

Engraving should be an occupation rather than weirdly leaving the player paralyzed but still writing until it’s finished. If it is an occupation, the usual interruptions will make the player stop engraving.

#95

 · 
vanilla

Searching finds everything in your range, but is an occupation that takes multiple turns. The s command by default will take some constant number of turns (somewhere from 10-20) and will either tell you about all the hidden things around you or tell you that there is nothing interesting; you can specify a numeric prefix to search for less than that if you want.