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- Path: sparky!uunet!zaphod.mps.ohio-state.edu!uwm.edu!spool.mu.edu!umn.edu!csus.edu!netcom.com!ianb
- From: ianb@netcom.com (Ian Barkley)
- Subject: More suggestions for 3.1
- Message-ID: <1992Dec22.005153.4683@netcom.com>
- Organization: The Order of Ancient Mysteries
- Date: Tue, 22 Dec 1992 00:51:53 GMT
- Lines: 286
-
- Well, since everyone is giving out suggestions for the next nethack version,
- whenever it comes out, here's a few (or maybe a slew :) of my own...
-
- Oh, it's possible that a few VERY minor spoilers follow:
-
-
-
-
-
-
-
-
-
- First, to agree with what some other's said: Bags of Holding should be
- easier to manipulate. Something like dropping - able to put in any object by
- letter, or a bunch of objects by symbol, and be able to take things out by
- symbol or all at once. It gets really annoying digging though the bag of
- holding for that one thing at the bottom.
-
- I always try to (T)ake off rings or (R)emove armor (or is that the way your
- supposed to do it?) - why not just one command for putting on and one for
- taking off any item. You might want to keep wield separate, since you change
- weapons a lot and this will save you either a keystroke (if it's like a
- "wear/wield what? [ ="[)( ]" type command) or a lot of excess items if you
- type ? from a "wear/wield what [a-Z ?*]" type command - important for us
- 2400 baud users. Talking about 2400 baud, any reduction in screen updating
- is appreciated. For instance, running could just put you at the appropriate
- place when you stop.
-
- Moria-style looks: Moria has a cool thing where you look in a direction, and
- it 'looks' at everything in that direction. Much easier than looking at each
- monster by positioning the cursor.
-
- I also like the idea of being able to wish for things other than items.
- Other wishables might include:
-
- empowering your god (which would make them happy - like offering a very nice
- corpse);
-
- fixed items like altars, fountains, traps, and maybe even stairs (well, if
- you really WANT to waste a wish getting out of Vlad's tower...);
-
- teleports (even in areas which normally don't allow teleports, though of
- course level teleporting with the Amulet should be disallowed - or at least
- restricted to one level up at a time (hey, it IS a wish :));
-
- intrinsics (yes, you can get most of these by wishing for a corpse, but this
- would allow you to get them more directly, and to get intrinsics normally
- available only though items directly (water-walking, conflict, regeneration,
- protection (adds +2 to AC always), searching, good-luck doesn't time out,
- etc.) You might also want to create some useful intrinsic available ONLY
- though a wish (see below for a bunch of intrinsic ideas, any one of which
- could be wish-only). Or some really powerful ones could be wish-only, like
- automatic mapping (as if you read a scroll of magic mapping on each level),
- automatic identifying, resistant to cursing (the Wizard and others can't
- curse your items), resistant to curses (cursed items act like un-cursed
- ones), perfect memory (spells don't disappear for you and scrolls of amnesia
- don't work on you (though cursed ones might take this intrinsic away)), and
- so on. Some really powerful intrinsics might be wishable for *only* if you
- have a WoW with more than one charge in it, and you get the message 'This a
- powerful thing you've wished for...-more- The wand glows brilliantly with the
- strain of granting it... -more- The wand explodes!' <damage/stun as per door
- exploding or scroll of fire, but maybe with some neat-o magical effects as
- the wand's magical energies are freed> and then the intrinsic's message.
- Other ways of getting wishs will just give you 'That is beyond even my
- powers' or 'I'm not THAT grateful' and then the creature will ask you for
- another wish, give up on this foolish mortal, or attack you, depending on
- your luck & charisma. WoW with 1 or 0 changes will explode without giving
- you the wish, or only have a % chance of doing it.)
-
- luck - gives you a permanent +x to your luck
-
- curing (fixes a bunch of problems like the ones that praying can fix, like
- strangulation, being petrified, hallucination, sick, lowered abilities,
- lycanthopy, being non-human, low hit points, etc, etc);
-
- polymorph (into a particular form - esp. back to human - again you can do
- this by wishing for a ring of polymorph control and then a wand 'o
- polymorph, but this would save wishes (and also be less powerful, since you
- won't have permanent control));
-
- blessing (takes all items in your possession up one step on the
- cursed/uncursed/blessed scale, or at least uncurses all cursed items.);
-
- enchanting: Ups all items you're wearing/carrying by +1; or one item by like
- +5 or more (only safe way to get a weapon past +8).
-
- knowledge: gives a complete list of intrinsics and their basic descriptions,
- useful for people who have several wishes and want to see what intrinsics
- are available. Subject to explore-mode abuse, though.
-
- a map: All levels ALREADY VISITED are mapped.
-
-
- Other suggestions which I'd really like to see:
- First, it is really annoying when you go though the whole dungeon and some
- things just NEVER appear. Most of them are items you can get by just waiting
- long enough (and/or repeatedly killing a troll who will show up, it seems,
- with more items each time); but the chief annoyance is when you never get a
- shrine (or whatever they're called - the things with the priests/priestesses
- where you give lots o' money). It would be nice if there was always at least
- ONE per game - it is hard to win otherwise. Perhaps when the game starts, a
- variable like "iShrineLevel" could be set to be between 20-30, and whenever
- a new level is created, have it check the variable, and if the level being
- created is equal to iShrineLevel, a shrine WILL appear. If you wanted, this
- could be de-set when a shrine is created on any previous level, so this is
- only a safety-net.
-
- Also, the way pools (}) are handled is annoying. You walk in and BANG! you're
- dead. I can't even try to get out, even if I'm wearing no armor? For that
- matter, how did this pool of water deep enough to drown a man form in the
- middle of a flat room, while there are dry spaces next to it? How can one
- identify boots of water walking. OK, so my idea is that there are three
- types of 'water-filled areas' - puddles, shallow water, and deep
- water/moats. Puddles (< 1' deep), which are mostly what form from
- overflowing fountains, do nothing but get your feet wet. (Of course, this
- can rust your boots if they're not water-walking, and it will identify boots
- of water walking.) Jumping in a puddle can destroy the puddle or form more
- around it. Shallow (1-3') water can normally be walked though safely, but it
- can rust boots, armor, and maybe weapons that aren't being wielded. If you
- are polymorphed into a low-to-the-ground form (scorpion, spider, xan, grid
- bug, etc, etc, etc,), or you collapse under your load, or you wearing those
- boots of slipping, you CAN drown in these. Shallow water is created when the
- level is made. Deep (6'+) water can either be created with the level (like
- the moat around the castle) or when an overflowing fountain is in the same
- room as a pit. Entering deep water without protection or shallow water
- under the conditions above may cause you to drown - you get a chance based
- on your load (verses your max. load - people who are too heavily loaded to
- get up the stairs have no chance), dex, and maybe stunned/confused-ness to
- get out of the pool before you drown. Even if you don't drown, all your
- items have a small, but noticeable, chance of rusting, and you always get out
- the way you came in (unless you were already on the water-filled square when
- whatever made you almost drown - levitation failing, polymorphing to a small
- creature, slipping, etc). Other ideas include water-filled rooms, deep
- water 'eating' items (anything smaller than a boulder dropped in deep water
- vanishes), etc. Maybe even underground streams ('passages' which can only be
- swum - water walking/levatation doesn't help because there's no air above
- the water) or a level of hell like that. Also - pools of oil. Anyone
- entering one will start to slip (like the boots) - if you fall down in one,
- your hands become slippery, like eating deep-fried food, and your weapon may
- become slippery, as well. Getting hit by any flame, using flame, etc will
- cause the pool to go up in flames, causing great damage to anyone
- standing/lying in it. Of course, #dipping rings (even cursed ones) in the
- pool may cause them to slip off, while making your hands slippery.
-
- An 'auto-recover' program, suitable for being put in an /etc/rc file, which
- would recover any games being played when the system went down, and send
- mail to people if the games couldn't be recovered, and delete the xlock
- files. This would be nice so that system crashes don't kill your characters
- (of course), and so that systems that look at the lock files and say 'Too
- many hacks running now...' if there are too many sets of lock files don't
- require constant attention by the sys-admins. I don't know if it would be
- possible to recover from sudden system crash fully, but even if you could
- recover to the last time you entered a level, but this would be better than
- nothing. If you think this would be abused too much, you could recover into
- explore mode.
-
- Some random weirdities which I think would be neat:
- More intrinsics - some of these a powerful, and might be available only via
- wish or a god's good will. I think there should be some NOT available by
- corpses or items, but only through special means:
-
- Paralyzation resistance: I don't know if this exists or not, but if not, it
- should. (I'VE never seen it.)
-
- Flight (ring of flight): Like levitation, but you can reach things on the
- ground, go down stairs, etc.
-
- Sensitivity (wish & pray only?): Like the thing priests have of knowing the
- blessed/cursed status of items.
-
- Magic Sensitivity: Any item which is 'magical' tingles as you examine it;
- and gets a (magical) in front of it in the inventory, unless something
- better is known about it (i.e. that it's +3). 'Magical' items might mean:
- any weapon/armor with a plus OR minus OR special ability; any amulet except
- the cheap plastic imitation (the real Amulet might tingle strongly or
- something); all potions except slime mold juice, poison, liquor, sickness,
- and water (maybe hallucination and confusion, too?); all scrolls except
- blank paper; all wands (fully charged wands get a strong tingle, 0 charge
- wands get a weak tingle); all rings except adornment; luckstones & load
- stones; bags of holding and tricks; magic lamps; unicorn horns; etc. I'm not
- sure if you would want to include blessed/cursed items in the list. Also,
- items hit with a rust trap really shouldn't 'become magical', but on the
- other hand, we don't want to have bad stuff that's found (-3 cursed sword)
- be too obvious, so maybe cursed items should get magical. Examining things
- might take too long, so maybe this should just produce a (magical) in front
- of items when you find them.
-
- Good memory (mage's hat (those tall, pointy things) - which gives no AC
- bonus): Spells take longer to forget.
-
- Probing: (Low prob. off floating eye corpses, some amulets, or maybe only
- wishes) Any monsters you look at with / list as if you had used a wand of
- probing on them.
-
- Reserves of Strength: You can carry REALLY heavy items, (half again as much
- as your normal carrying capacity) but only for a few turns, then you get the
- intrinsic 'tired', which lowers your carrying capacity below normal.
-
- Airy aura - (from potions & wearing ring of air): water doesn't get too
- close to you - you are always surrounded by air. You can walk through
- water-filled areas without drowning, and without having anything rust. Even
- rust traps won't affect you. But you can't drink from fountains or sinks, or
- dip anything in them. Any potions of water you try to handle (quaff, drop,
- pick up, dip into, etc) dry up. Maybe any potions at all. Deep water acts as
- a pit, in that it is hard to get out of. Water Elementals do damage to
- themselves, not you. If you are standing on the water-filled square in front
- of the drawbridge when it come down (and aren't wearing boots o' water
- walking), you don't get crushed, since you're underwater. Maybe you can walk
- under the bridge too.
-
- No need to breath (potions, being some monsters, and amulet or ring of
- breath) - you don't need to breath. Gasses don't affect you. Nor does water
- drown you, though it can still rust things. Best of all, you can't die from
- choking on food - it will just make you vomit. Same effects on the
- drawbridge as airy aura.
-
- Tired (carrying a lot with reserves of strength (see above) or tire easily,
- blessed potions of sleep, some monsters, some items) Reduce carrying
- capacity by x amount, like having hurt legs. Normally goes away soon.
-
- Tire easily (god being angry with you? poisons? Some (otherwise nice)
- character classes?) You tire easily. Whenever you carry a load (i.e. picked
- up enough weight that you can't climb stairs), you have a x% chance per turn
- (modified only by luck) that you will get the intrinsic 'tired'.
-
- Curse of Tantalus (god getting REALLY angry with you) Any food you attempt
- to eat, and potions you try to quaff, turn to dust. Any fountains or sinks
- you try to drink from give a message like "The water pulls away from your
- lips". Goes away only when your god relents.
-
-
- @ on item lists:
-
- On some lists of items, there could also be a symbol @, which would be YOU,
- so that you can do things to yourself that you normally only do to items.
- I.e. you could (if the bag-of-holding interface is improved, like I said
- above) put yourself in the bag. Great protection (unless the bag is cursed),
- but can lead to problems if something picks up the bag, making it hard to
- get out, and maybe even suffocating you (lose, say, 1/4 hp/turn until you
- get out unless you have a ring 'o breath or teleport or your god decides to
- save you. If the bag is ripped/destroyed, you die - or maybe you get to a
- neat place, like the astral or ethereal plane, where you can fight a few
- neat, different monsters, and find a few weird items available only on that
- plane. A nice little side trip. (It would, as I picture it, just be a blank
- (no walls or anything) level, which occasional *'s in the background to
- represent stars. Walking one way or another just gets you to another star
- field (effectively the same place), you can return home only with a certain
- item you have to find. Or something like that.) Maybe this only happens if
- the bag was blessed, or you're lucky.) You could also #dip yourself in
- potions, fountains or whatever (tends to rust your helmet...), attempt to
- use a scroll of charging on yourself (restores your power or maybe even
- 'recharges' one of your spells so you can remember it again), identify
- yourself (tells you your intrinsics if the scroll is blessed, or just acts
- like a wand of probing if not). #offer'ing yourself would probably be a bad
- idea, but might be a short-cut to hell if the altar was chaotic (and you
- have flame-resistance). Applying yourself gives you a pat on the back.
- Eating yourself gives an appropriately sick message, referring the user to
- alt.sex.wanted :). The various things that have - (wield nothing, engrave
- with nothing) could use this, or we could use - instead of @ for everything.
-
- Sipping from potions: Just as a neat-o, you could have a command sip, which
- would allow you to take a SMALL drink of a potion. You could get 6 sips from
- a full potion, quaffing from a non-full potion would just get you the equal
- of 5 sips. Obviously, sipping from potions would have less of an effect
- than normal - a potion of healing might only restore 1 hp, and not do
- anything if you were at full; a potion of gain ability might only raise one
- attribute if blessed, or none at all if not. Of course, a sip from a potion
- of paralysis would only paralyze you for a few turns. In general, 6 sips of
- a potion would have equal or less effect than a quaff, but this could be
- used to test unknown potions more safely. A person feeling lucky might be
- able to get extra effects out of a potion by sipping and dipping - dipping
- sometimes restores the potion to full, and sometimes just gives you a full
- potion of water.
-
- Moria-like waiting:
- It is very annoying to wait (or do some other extended action) for a long
- period of time, and then to watch some monster walk up to halfway across the
- room to you and get a free hit. In moria, you stop waiting as soon as a
- monster in your line-of-sight moves. Perhaps this could be done in nethack
- too? Tame and peaceful monsters shouldn't count, so that your little dog
- being around doesn't prevent you from eating in peace. Also, a special
- option or command might disable this so you can eat while things happen
- around you. Telepathy should also not make you stop doing something any time
- any monster in the level moves - maybe only when a monster comes within x
- squares of you?
-