All ideas tagged "stone terrain"

#5082

 · 
vanilla

Don’t have an open 2x2 space in the Gnome King’s Wine Cellar where all the gems and luckstone are stored. Leave the gems where they are, but embedded in solid rock. Possibly, there should be an engraving or two on the ground saying something like “we have almost reached the mother lode”, to compensate for the lack of an obvious reason to mine into that area when magic mapping will not show anything. Also, guarantee a pick-axe on the level, possibly only if no dwarf generated there with a digging tool.

This is intended to replace the current solution of guaranteeing a teleport scroll in the 2x2 space, which is intended to prevent the hero getting stuck there with no way out, but isn’t a perfect guarantee. (A monster could spawn there before the hero arrives, pick up the scroll, and use it after the hero arrives, or the hero’s teleport could be incredibly unlucky and randomly pick one of the spaces in the 2x2 area as its destination).

#4951

 · 
vanilla

Objects that you kick loose from being embedded in a wall should actually hit the floor, which means that non-gem glass objects should break.

#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.

#4173

 · 
vanilla

Cave-in trap, which appears deep in the dungeon and/or in Gehennom. It causes the ceiling to collapse all around the target, turning the spaces into stone terrain, burying the target (potentially starting suffocating timers) and dumping a few boulders and rocks in the vicinity. It works somewhat like GruntHack cave-ins on the Plane of Earth, but in trap form.