All ideas tagged "quest"

#4205

 · 
vanilla

On the level below the Quest portal, there is another magic portal to part or a whole of another role’s Quest. Possibly this leaves off the home and goal levels, consisting of only the filler and locate levels, or only the locate level as a single-level branch, or else it removes the nemesis and artifact, removes the restriction on going past the home level, and gives the quest leader some insulting lines to offer to this competitor for the Amulet.

#4156

 · 
vanilla

When you complete the Quest and get recognition from your leader, you get 5-10 points of Charisma, because now you have a great reputation as a hero.

Make more artifacts creatable by naming, with reasonable restrictions based on your role, experience level, alignment, and preexisting enchantment of the weapon, if it is a weapon.

  • Generally you must be the same alignment as the artifact, unless the artifact is unaligned.
  • The experience level will generally be higher than players reach in the normal course of a game. This could vary anywhere from 15 to 30 depending on how high of a barrier the designer wants to put on the artifact.
  • It also might not become nameable until you have accomplished certain milestones such as completing the Quest or being crowned.
  • The enchantment matters because the enchantment gets converted into whatever additional magic powers the artifact has, and will get reduced to zero. (It can be reenchanted afterwards.)
  • If the conditions are not satisfied, you fail to create the artifact.

Example: A lawful Priest who is XL 20 can create Demonbane by naming it, provided the mace being named is +5. The enchantment turns to +0 as the magic flows into its new anti-demon powers.

#3858

 · 
vanilla

A couple quests for roles other than the hero’s are available to complete in the game, as extra side branches. These can be accessed from magic portals in Gehennom below the Valley of the Dead.

#3330

 · 
vanilla

All quest artifacts, even coaligned ones, will evade your grasp if you have not yet finished the quest. This is because they refuse to be handled by someone who hasn’t yet proven themselves.

#3247

 · 
vanilla

Because lua scripts can be loaded after level creation time in NetHack 3.7, take advantage of this to make some of the quests be throwing a feast for the player after they return to the home level with the quest artifact or with the nemesis dead, with all hostile monsters killed, a bunch of food spread around, etc.

#2839

 · 
vanilla

Allow quest monster generation to be specified more precisely than having a fixed set of probabilities for two specific monsters and two monster classes (e.g. the Wizard quest has a certain distribution of vampire bats, B, xorns, W, and random monsters; it is not possible to change this distribution without changing it for every quest).

Implementation details: keep the definitions within struct Role, but do it with, say, a struct of { int, bool, int } repeated however many times a quest needs. The first int is the % chance out of a hundred for this struct to be selected. The third is either a PM_* monster index or S_* monster class constant. The second just informs it which of those options it is.

When generating a quest monster, the game can then roll a d100 and iterate through this array of possible monsters, decrementing as it goes, until it hits the right element; if it goes all the way to the end without hitting any monster or class it generates a normal random monster. (This is more or less the same as the algorithm for picking items generated in shops.)

#2290

 · 
vanilla

A special level (possibly in a quest, Rogue-locate is a good candidate) level that contains a pond outside some building or city wall, with one iron bars square on the other side of the wall, inaccessible except by going over the water. Behind it is a (maybe randomly generated?) network of corridors inside solid rock representing a sewer. Either there’s something in here required to complete the level, or there’s an alternate path to complete the level, or there’s some treasure.

#2241

 · 
vanilla

Add a level flag for the level being open to the sky or otherwise no ceiling. Effects of this include: falling rock traps do not generate, cursed potions of gain level do not work, scrolls of earth do not work; monsters that normally cling to the ceiling are unable to. Levels that would have this: lots of Quest levels, the Elemental Planes.

#2217

 · 
vanilla

Possibly, your god will not crown you until you have completed some milestone (finished the quest, probably, but also could be going to Gehennom and back).

#2198

 · 
vanilla

When you try and fail to wear a helm of opposite alignment in the quest branch, you only lose all your protection if you had it identified as a helm of opposite alignment.

#1688

 · 
vanilla

The monster generation rate in the Quest gets reduced to almost nothing once the nemesis is defeated.

Alternatively, monster spawn rate in the quest is very, very low, and more monsters are generated with the level.

Alteratively alternatively, defeating the nemesis removes the Quest-specific monster generation; newly generated monsters will be random like ones outside of the Quest.

#1495

 · 
vanilla

Monster generation in the Quest, when calculating your experience level, takes the maximum of your actual level and the minimum level required to receive the Quest.

#1439

 · 
vanilla

A magic trap that causes you to yearn for your distant homeland may instantly magic portal you to your quest home level (perhaps asking you first).

#1141

 · 
vanilla

When you complete your Quest and return the artifact back to your Quest leader, and if you return to them with the Amulet, you are rewarded with a (one-time) hero’s feast. This restores HP and fills your nutrition to just below Satiated (and increments the turn counter?)

#1066

 · 
vanilla

Soul selling: when you summon a demon lord, there is some opportunity for you to sell your soul to them in exchange for a wish.

  • Selling your soul both angers your god and suppresses all interaction with them.
  • You may be able to recover your soul by killing the demon lord; for balance the demon lord should go far away when you sell your soul, though not out of the game.
  • Alternatively, unless you wish for nothing (which makes the demon lord vanish forever), the demon lord will immediately become hostile, making it an unlikely tactic in the early game.
  • Entering a temple without your soul will immediately anger the priest.
  • Your quest leader won’t let you go on the quest while you are soulless.

#222

 · 
vanilla

Gentle relaxations for the quest XL requirement:

  • It is waived if you have set the “descent into Gehennom” flag by going downstairs from the Valley.
  • It checks maximum XL reached, not current; so if you have ever been XL14 it doesn’t matter if you have been drained since.
  • It is waived if you have the demigod flag set from killing the Wizard of Yendor.

#218

 · 
vanilla

Level teleport in the Quest never goes down unless you have beaten the nemesis and never goes up unless you have shown the artifact to your quest leader.

The Bell of Opening is carried by your quest leader, who gives it to you when you return to them with the quest artifact. This solves the problem of making a game unwinnable by permanently changing alignment, since you can also get it by killing the quest leader. Should the leader leave the level (by levelporting down, for example), they are considered derelict of duty and the player can start the quest.