All ideas tagged "underwater"

When the player is on a water space, track whether they are submerged or swimming on top of the water. By default, entering water without the risk of drowning still puts you at the bottom, but you can use < to ascend to the top.

A primary effect of this is to establish consistency with what you can and can’t interact with while in water - it doesn’t make much sense that monsters standing on an adjacent land square, or monsters flying on an adjacent water square, can hit you in melee when you’re underwater, nor the other way around. If being on top or bottom of the water is tracked, these cases can be prevented, but care would have to be taken so that the hero can’t dive underwater and be completely safe and able to recover with impunity.

One possible mitigation (in addition to blocking an underwater hero from using melee attacks on adjacent monsters that aren’t in the water themselves) would be to make monsters that can’t currently attack the swimming hero avoid getting into melee range. Though this still wouldn’t deal with zapping them with spells from a safe distance.

#4360

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vanilla

New “flooded stairs” terrain type. They act normally as stairs, but are also treated as three-dimensional water (that you cannot fly over and must be submerged in, like on the Plane of Water). This would not be very useful on its own but would be a building block for quests or other special levels that are entirely underwater.

#2799

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vanilla

Getting hit in the head by a gush of water from a rust trap, or being immersed in water, immediately removes any cream pie on your face.

#2444

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vanilla

Inventory wetting triggers every turn you are submerged.

#2443

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vanilla

Water turbulence won’t affect your underwater movements unless you are trying to move from one water square to another water square, and the water square you are on has at least one orthogonally adjacent water square.

#2433

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vanilla

If you have swimming, you can use , to pick items up from underwater.

#1917

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vanilla

If you try to drink a potion underwater, it will first go through the normal dilution routine. This means that an undiluted potion will become diluted (but will generally be fine to drink), a diluted potion will become water (and thus useless), and a potion of acid will blow up in your face.

Dungeon branches that are completely submerged: their levels have a special level flag that treats you as underwater no matter what the terrain is. Would work better if a breath timer were implemented rather than instant drowning if a magical breathing source is lost. Trying to go down the stairs leading into the branch without the ability to survive underwater is equivalent to jumping into a pool: you will get wet and then crawl out (still on the stairs), without changing levels.