#4225
Bribeable humans may refuse an initial sum of money you throw at them, with 50% chance. Usually they say “It would take [some number of] zorkmids for me to abandon my duty!” which you can then provide if you wish.
Bribeable humans may refuse an initial sum of money you throw at them, with 50% chance. Usually they say “It would take [some number of] zorkmids for me to abandon my duty!” which you can then provide if you wish.
Enhance Minetown with a bunch of new NPC denizens:
A secondary proposal is to make some of the denizens who teach you things actually useless a random amount of the time. For instance, the gladiator is a liar who’s good at spinning stories and not much else, or the aged traveler is a charlatan who gives misinformation, abusing Wisdom or sapping your experience points.
Blowing a tin whistle makes any watchmen on the level converge on you. They won’t be angered, but may be slightly miffed about the false alarm and/or get angered if you keep abusing it.
5000 turns after you kill or get rid of the last guard in Minetown, orcs invade and transform it to Orcish Town.
Minetown shopkeepers should be gnomes, and the priest and Watch should be dwarves, either by creating new racial variants of those monsters or via a monster race implementation. It doesn’t make any sense that everything in the town is run by humans.
When you do something to anger the Minetown Watch, they become hostile but will demand that you pay a fine when they come face to face with you, and will only attack after you refuse or are unable to pay the fine.
You can chat to the Minetown Watch to pacify them if they’re angry, but it requires high Charisma and Luck to pull off (and is never guaranteed). There probably also needs to be some limiting factor so that you can’t retry this.
Watchmen don’t yell at you to stop picking a lock if you’re using a key and therefore not picking the lock.
Watchmen that you chat to on the Tourist quest give special dialogue themed to the Ankh-Morpork City Watch.
Soldiers and watchmen can be tamed by throwing gold at them. In order to make them tame, you must give them over a certain initial amount X, which will give 1 point of tameness, and giving them additional gold will increase tameness by 1 for every Y gold. Tameness steadily declines over time, removing Y gold from their inventory each time it drops by a point. Should tameness drop to zero, they become hostile. Chatting with them while tame will give you a clue about how tame they are: they will either talk about how they’re going to spend all their money, or wonder when the next payment is coming, or threaten you for more gold, depending on the amount of tameness. Normal magical taming methods do not work on them (as currently happens).
When you get arrested by the Watch or a guard, you are teleported to a prison level, from which you must escape.
Watchmen will attack monsters that they see attacking you unprovoked.
The Watch should turn hostile when you apply a cursed tin whistle within earshot of them (because it produces a shrill whistling sound).
Add a dogcatcher, who will come and impound your pet if it misbehaves (stealing from shops, killing Minetown citizens) and you don’t get it leashed before a certain amount of time has passed.
The Watch start with a small amount of gold, and will throw it at a player of the opposite gender while the player is disrobing.