#5172
Werecreatures should not step onto object piles that contain silver objects.
Werecreatures should not step onto object piles that contain silver objects.
New role based on a “loup du noir” archetype, possibly called the Lycanthrope - you start with a pelt, a new sort of cloak-slot armor that polymorphs you into a specific type of monster when you wear it. You also are inflicted with some sort of delayed lycanthropy - you won’t randomly polymorph into a monster like with standard lycanthropy, but after not using a pelt for a while, you do start feeling the urge to put one on, and if you still refuse, you are eventually compelled to put one on. (It isn’t specified what happens if you get rid of your pelt(s) by the time you would be compelled to wear one; possibly you just die from insanity, or else the addiction is implemented in some other way like continuous worsening HP damage.)
The form you get from wearing a pelt has some boosted stats from the base form - in particular, your carrying capacity and damage would be better than the stat blocks for the monsters suggest.
You could start with either a “default” pelt which is not very good, but can be turned into an ideal one later, or start with a specific animal’s pelt, which you can control with the pettype option. This role never starts with a pet.
Pelts might also work as a standalone concept or one that works with a druid, ranger, or caveman role, or a hypothetical new shaman role:
Change Werebane’s base item to a ring of protection from shape changers. Confer the same sort of properties as it currently has now: while wearing the ring, you will deal double damage to and possibly even sear werecreatures even if your weapon is not silver, and possibly even instakill them on a critical hit.
A pet dog named Huan will one-hit kill any lycanthrope, as a reference to the dog of the same name in The Silmarillion.
If you are a werecreature in your were form, you can chat to monsters of the same form to tame them.
Werecreatures should show up on farlook as either “human” or “giant rat”/”jackal”/”wolf”, instead of being plainly visible as a werecreature, until you see them transform, at which point farlook begins describing them as werecreatures.
Rubbing a moonstone, or perhaps being in the presence of a lit moonstone, forces werecreatures to change into their were form, including the player if they have lycanthropy.
Remove the odd feeling messages from magic traps. Instead move them to a new trap, a “foresight trap”, which gives you a vision of something to come. Once triggered, the trap vanishes. Effects can be:
Occasionally, instead of a werecreature corpse being placed in a closet behind iron bars, a live werecreature will be placed there instead.
Wolfsbane lying on the floor has a similar effect to werecreatures as garlic has on undead: they won’t step on that space.
Werecreatures, including the player, never change into their beast form during new moon. (If a level is restored with the creature in beast form during new moon, it will be forced into normal form.)
When werecreatures summon help, the help appears at random locations on the level, out of sight if possible, not around the player.
Increase the difficulty of werecreatures, to compensate both for their lycanthropy and that they are capable of summoning many monsters of equivalent difficulty.