Difference between revisions of "User:Chris/dNetHack/Projects"

From NetHackWiki
Jump to navigation Jump to search
(Created page with "This is a list of open projects in dNethack === Increase Game-to-Game Variability === * Elements of the early branches should be randomized ** Randomize Chaos Quest *** Sinc...")
 
Line 14: Line 14:
 
*** Grue
 
*** Grue
 
*** Siren
 
*** Siren
 +
* I think it would be really cool if (something similar to) the [http://www.scp-wiki.net/scp-2079 Laws of the Grokodus] were in effect in the dungeons of doom.
 +
=== Dungeon Rooms ===
 
* Upper dungeon should be more distinct from lower dungeon
 
* Upper dungeon should be more distinct from lower dungeon
 
** Example is dilapidated armory vs barracks
 
** Example is dilapidated armory vs barracks
Line 21: Line 23:
 
** Ex: Dread Seraphs wake up, weeping angels call in friends and become more aggressive, Uvuudaums cease meditating and attack.
 
** Ex: Dread Seraphs wake up, weeping angels call in friends and become more aggressive, Uvuudaums cease meditating and attack.
 
** Amulet should probably block even things like cursed gain level potions, def things like teleport-to-upstairs.
 
** Amulet should probably block even things like cursed gain level potions, def things like teleport-to-upstairs.
 +
=== Quest Improvements ===
 
* The early part of the Neutral quest (the neutral quest proper, before Lost Cities) could use to be made more neutral-y
 
* The early part of the Neutral quest (the neutral quest proper, before Lost Cities) could use to be made more neutral-y
 
** One potentially-interesting idea is to introduce a 3 or 4 way fight between [http://www.lomion.de/cmm/rilmani.php Rilmani], [http://mimir.planewalker.com/encyclopedia/kamerel Kamerel], and servants of [https://wiki.greyparticle.com/index.php/Tharizdun Tharizdun]
 
** One potentially-interesting idea is to introduce a 3 or 4 way fight between [http://www.lomion.de/cmm/rilmani.php Rilmani], [http://mimir.planewalker.com/encyclopedia/kamerel Kamerel], and servants of [https://wiki.greyparticle.com/index.php/Tharizdun Tharizdun]
 
*** Neutral characters would probably be ignored by Rilmani and Kamerel, Tharizdun followers would be hostile to everyone, the three sides would fight each-other via grudge.
 
*** Neutral characters would probably be ignored by Rilmani and Kamerel, Tharizdun followers would be hostile to everyone, the three sides would fight each-other via grudge.
 
*** Downsides: Requires a new monster class for Rilmani, Kamerel probably added to the already-overcrowded @ symbol, and whatever ends up representing Tharizdun's followers.
 
*** Downsides: Requires a new monster class for Rilmani, Kamerel probably added to the already-overcrowded @ symbol, and whatever ends up representing Tharizdun's followers.
* I think it would be really cool if (something similar to) the [http://www.scp-wiki.net/scp-2079 Laws of the Grokodus] were in effect in the dungeons of doom.
 
 
* Quest changes
 
* Quest changes
 
** Pantheon-specific Priest home levels
 
** Pantheon-specific Priest home levels
 
** Race-specific Binder locate levels (ie, Drow should have an underground city, elves should probably have an elf village, etc.)  The goal level remains the same, but the left-hand side could be re-dressed to account for different locate levels.
 
** Race-specific Binder locate levels (ie, Drow should have an underground city, elves should probably have an elf village, etc.)  The goal level remains the same, but the left-hand side could be re-dressed to account for different locate levels.
 
** Binder needs Astaroth bell solution fixed (Astaroth should ring the bell once then set a 10%-of-normal cooldown on itself), needs method to retain atheist conduct and still ascend.
 
** Binder needs Astaroth bell solution fixed (Astaroth should ring the bell once then set a 10%-of-normal cooldown on itself), needs method to retain atheist conduct and still ascend.
 +
=== New Roles ===
 
* Reverse role: Start in gehennom, travel up to heaven to steal the Amulet back before it can be returned to the Gods
 
* Reverse role: Start in gehennom, travel up to heaven to steal the Amulet back before it can be returned to the Gods
 
** How can starting in gehennom be made interesting?
 
** How can starting in gehennom be made interesting?
 
** Want to use Charon's crossing in place of the castle
 
** Want to use Charon's crossing in place of the castle
 
** This one has... ?dnethack lore?... considerations.
 
** This one has... ?dnethack lore?... considerations.
 +
* Alchemists might be nice to have, if a good mechanic could be created.  I recently saw someone suggest letting them split dangerous potions into vials that could be thrown, stretching their potion ammo.

Revision as of 04:35, 4 November 2017

This is a list of open projects in dNethack

Increase Game-to-Game Variability

  • Elements of the early branches should be randomized
    • Randomize Chaos Quest
      • Since this quest is currently based on FFI, this would be a good place to introduce almost anything
    • Randomize Vlad's Tower
      • Vlad & Co don't always have to be the boss, either
    • More minetown/mines end variations
      • One suggesting is an Orc-occupied minetown paired with a refugee-occupied mines end
    • Medusa variants
      • Echo: if the character makes a loud noise near her, the echo has some seriously bad effect (level drain to 1/2 current?). Should be made to test Stealth + player skill, Concave amulet 'reflects' the noise, Convex amulet deflects it harmlessly. Drain resistance would protect against the level drain
      • Grue
      • Siren
  • I think it would be really cool if (something similar to) the Laws of the Grokodus were in effect in the dungeons of doom.

Dungeon Rooms

  • Upper dungeon should be more distinct from lower dungeon
    • Example is dilapidated armory vs barracks
    • Have been wanting to make "cave room", an irregular eroded room for the upper dungeon.
  • Statue garden/figurine room
  • Trip back up the dungeon should be distinct from trip down it
    • Ex: Dread Seraphs wake up, weeping angels call in friends and become more aggressive, Uvuudaums cease meditating and attack.
    • Amulet should probably block even things like cursed gain level potions, def things like teleport-to-upstairs.

Quest Improvements

  • The early part of the Neutral quest (the neutral quest proper, before Lost Cities) could use to be made more neutral-y
    • One potentially-interesting idea is to introduce a 3 or 4 way fight between Rilmani, Kamerel, and servants of Tharizdun
      • Neutral characters would probably be ignored by Rilmani and Kamerel, Tharizdun followers would be hostile to everyone, the three sides would fight each-other via grudge.
      • Downsides: Requires a new monster class for Rilmani, Kamerel probably added to the already-overcrowded @ symbol, and whatever ends up representing Tharizdun's followers.
  • Quest changes
    • Pantheon-specific Priest home levels
    • Race-specific Binder locate levels (ie, Drow should have an underground city, elves should probably have an elf village, etc.) The goal level remains the same, but the left-hand side could be re-dressed to account for different locate levels.
    • Binder needs Astaroth bell solution fixed (Astaroth should ring the bell once then set a 10%-of-normal cooldown on itself), needs method to retain atheist conduct and still ascend.

New Roles

  • Reverse role: Start in gehennom, travel up to heaven to steal the Amulet back before it can be returned to the Gods
    • How can starting in gehennom be made interesting?
    • Want to use Charon's crossing in place of the castle
    • This one has... ?dnethack lore?... considerations.
  • Alchemists might be nice to have, if a good mechanic could be created. I recently saw someone suggest letting them split dangerous potions into vials that could be thrown, stretching their potion ammo.