All ideas tagged "pit"

Dynamite in SLASH’EM should be changed so that it uses a digging explosion, and carves out tiles in its blast radius, rather than just a really powerful fiery explosion that doesn’t affect terrain. It should probably also create pits randomly in the blast radius.

Also, Archeologists should start with some dynamite (though perhaps they, or at least Lawful ones, ought to get alignment.penalties for using it, since blowing up your dig site is poor archeological practice).

#4233

 · 
vanilla

Various effects for armor pieces based on their randomized description:

  • Buckled boots and old gloves: cost (and sell for) twice as much in a shop.
  • Hiking boots: prompt before walking into known pits or holes.
  • Mud boots: autocurse when worn.
  • Padded gloves and visored helmet: +1 to AC.
  • Tattered cape: -1 to Charisma.
  • Ornamental cope: +1 to Charisma.
  • Opera cloak: some sort of bonus when using musical instruments.
  • Plumed helmet: +1 to Charisma, -1 to Dexterity (or have these adjustments multiplied by its enchantment).

#4221

 · 
vanilla

The “Construction Patch”:

  • When digging out stone (not necessarily walls) with a pick, rocks may fall on your head with a lowish chance, about 10% per dug square. These deal the least damage if you are wearing a dwarven helm, and a little less than normal if you are wearing some other hard helm. Dwarvish characters have a high chance of dodging the falling debris entirely. Possibly also allow a boulder falling on your head from digging similar to when monsters tunnel.
  • You can apply rocks at an adjacent floor square to build a wall. It takes 50 rocks, or 25 if there is a boulder in that square. (If the space is marked as being wall-nondiggable, this either doesn’t work, or flips the space to being diggable.) It takes 1 turn per rock to build it. In the process it creates an immovable object or dungeon feature called “partially-built wall” on that space, which tracks how many rocks are part of it. If you move onto the space, you can dismantle the wall and retrieve the rocks.
  • You can apply rocks at an adjacent pool or moat to attempt to fill it. The more rocks, the higher the chance of filling it. This takes only 1 turn.
  • Stone to fleshing diggable wall turns it into huge chunks of meat.
  • Force bolts from striking wands or the spell scatter rocks off diggable walls they hit, and in roughly 5 shots the wall is destroyed.
  • Digging a pit or hole puts a pile of rocks on a random adjacent square.
  • When you dig a hole and fall down to the next level, you are usually accompanied by a shower of rocks falling on and around you. Dwarves are more adept at dodging and getting hit by fewer rocks.
  • When using a pick to dig a square of natural stone where the four orthogonally adjacent squares are all dug out already, you are asked if you want to carve out a boulder. If you say yes, a boulder is deposited on the new space.

Note that the two boulder-creation methods above run the risk of being exploited for abusable quantities of food if you have stone to flesh available, and the stone-to-flesh-walls method explicitly invokes this.

#4210

 · 
vanilla

When digging a pit, there is a (10 - (Luck/2))% chance that you break through to the floor below, creating a hole instead and falling through.

#4060

 · 
EvilHack

Pits created by freezing water and then digging out the ice gradually and randomly fill back in with water. But if you then try to frost walk on them (with water walking boots and white dragon scale mail), you get the following: “The water crackles and freezes under your weight. The ice breaks under your weight! You fall into your pit!” creating the pit anew on the space.

#3978

 · 
vanilla

Pits get deeper the further down in the dungeon you are, which makes them deal more damage, might cause wounded legs with a chance that increases with depth, and take longer to escape from (or are so deep you can’t climb out at all). In Gehennom, they might deal extra damage on account of being designed and put there by demons. The extra depth could be conveyed to the player by “You fall into a [very] deep pit!”

#3680

 · 
vanilla

You can apply Ogresmasher to an adjacent vacant space to smash it into the ground and create a pit there. This burns excess nutrition approximately in line with jumping.

If there’s a monster on the targeted square, this just attacks it normally.

#3588

 · 
vanilla

Zapping directional wands while stuck in a pit restricts the range of the wand to 1, basically shot at an angle to hit something right next to the pit.

#3581

 · 
vanilla

Zapping a wand of digging sideways while you are in a pit creates a line of pits along the floor where it’s zapped. Not specified what happens when the beam hits a wall.

#3476

 · 
vanilla

A statue that falls into a pit or hole fills it up like a boulder would.

#2958

 · 
vanilla

All monsters in the f class take less damage from falling into a pit than usual. (Also applies to the hero if they are polymorphed into a feline.)

#2877

 · 
vanilla

Giants don’t get stuck in pits. They can step out without wasting any time on the space.

#2725

 · 
vanilla

When you engrave with a wand of digging, you engrave it just fine, but you also create and get stuck in a pit on your square.

#2718

 · 
vanilla

When you become caught in a pit, bear trap, or other restraining trap in Gehennom, nearby demons become alerted and aware of your exact location, because they’re the ones who set the traps in the first place.

Temporary pit trap: it fills itself in after a certain number of turns. A monster in it will be buried. It could either use a timer to decide when to fill itself in, or be tied to the monster id of its creator, triggering after a certain amount of time if the creator is still on the level. Also a good candidate for creating during an earthquake, rather than a permanent pit.

#2565

 · 
vanilla

Rangers have a special bonus towards searching for pits.

#2254

 · 
vanilla

If there are items on a pit space, the vision code doesn’t render them until you’re adjacent to the pit, at which point the pit is automatically mapped and you see the items. If there are no items in the pit, it remains undetected.

#2253

 · 
vanilla

Occasionally when a pit or hole is generated, generate a random cloak on top of it (it’s poorly covering the opening and the hero doesn’t notice until they either search while next to it or step onto it).

#2234

 · 
vanilla

Using the m command to move yourself into a pit makes you lower yourself into the pit without taking any damage (so you can easily get items and other things in the pit). Maybe a spiked pit still deals a bit of damage, maybe not.

#2178

 · 
vanilla

Graveyards can rarely generate visible pits (open graves) with no monster on top of them.

#1700

 · 
vanilla

New monster behavior flag M2_CLIMB or M3_CLIMB: added to monsters that are natural climbers (spiders, ants, most Y) and with effects like being able to get out of a pit in one turn, or who can climb up ladders without having hands.

#1491

 · 
vanilla

When you step onto a pit or hole, your chance of falling in is based on your Dexterity rather than being the usual flat 20% chance for traps.

#1213

 · 
vanilla

Pits (and other traps?) on early dungeon levels sometimes generate revealed.

#1122

 · 
vanilla

You can fill a pit by dumping sufficient rocks in it.

#1069

 · 
vanilla

Creatures in pits are very hard to hit with projectiles.

#820

 · 
vanilla

All H can step out of a pit in 1 turn.

More harassment effects: the chance of respawning the Wizard is a fixed 1/7 and the rest of the effects are equal probability. Multiple non-duplicate effects may happen at the same time.

  • Unchanged: curse items, summon nasties, vaguely nervous, aggravate monsters
  • Darken much of the level, and extinguish, destroy, or cut the remaining lifetime of light sources. Maybe also blind the player.
  • Drop boulders around the upstairs, or iron bars.
  • Spawn pools centered on the player, with sea monsters in them.
  • Spawn lava around the level, not under the player.
  • Create a hole or pit under the player.
  • Create a stinking cloud centered on the player.
  • If you are carrying the Amulet, it teleports to a random square on your level or the level below.
  • If you are carrying the Amulet, it (and possibly any fake Amulets) becomes heavier. This either lasts until the next harassment triggers, or is permanent but the total amount of weight added to the amulet has some sort of cap on it. This is interesting primarily because it targets carry cap, which is a valuable end-game resource.
  • A variety of powerful player debuffs such as dealing half damage, taking double damage, blocking HP or Pw regeneration, super hunger, etc.

#742

 · 
vanilla

Spiked pits and a lower percentage of pits generate with an item or two buried. When you fall into one, any buried items are automatically exposed. The most commonly generated items here are a few gold or an eroded weapon.

#649

 · 
vanilla

Escape as its own key should be used as an actual escape command, so you can do things like try to get out of pits and engulfers with it.

#8

 · 
vanilla

When attacking into a pit or falling while fumbling and wielding a pointy weapon, you have a chance of falling on your weapon.