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

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** I looked at this patch a long time ago, but decided against a direct implementation. I like the idea of behavior-weighted generation in gehennom or the endgame. Here are my thoughts on behaviors that could be tracked.
 
** I looked at this patch a long time ago, but decided against a direct implementation. I like the idea of behavior-weighted generation in gehennom or the endgame. Here are my thoughts on behaviors that could be tracked.
 
***Gluttony: Time spent satiated, continuing to eat after getting the "having a hard time getting it all down" prompt.
 
***Gluttony: Time spent satiated, continuing to eat after getting the "having a hard time getting it all down" prompt.
 +
- Alternatively, number of unique items eaten
 
***Lust: Foocubi danced with.
 
***Lust: Foocubi danced with.
 +
- Alternatively, the higher your current CHA is, but I prefer yours
 
***Envy: ??Number of carried items that were generated as part of a monster's inventory??Number of carried items that were stolen from shops/direct theft from shops??
 
***Envy: ??Number of carried items that were generated as part of a monster's inventory??Number of carried items that were stolen from shops/direct theft from shops??
 +
- This works
 
***Greed: ??Number of carried items that are stolen, direct theft from shops.??Total monetary value of carried items??
 
***Greed: ??Number of carried items that are stolen, direct theft from shops.??Total monetary value of carried items??
 +
- Both suggestions are good, but if you do the second, envy can use number of thefts
 
****(dNethack already tracks which items are "stolen," defined as "item was removed from a shop without being sold and later picked up by the player," but does not do anything with that information, as monsters may steal items from shops without the player's knowledge.
 
****(dNethack already tracks which items are "stolen," defined as "item was removed from a shop without being sold and later picked up by the player," but does not do anything with that information, as monsters may steal items from shops without the player's knowledge.
 
***Sloth: Increases with the turn counter.
 
***Sloth: Increases with the turn counter.
 +
- Perfect
 
***Wrath: ??Formerly-peaceful monsters killed??Species extincted and genocided??
 
***Wrath: ??Formerly-peaceful monsters killed??Species extincted and genocided??
 +
- Perfect, prefer the first
 
***Pride: ??Something to do with the atheist conduct??Time spent with a full prayer timeout.??
 
***Pride: ??Something to do with the atheist conduct??Time spent with a full prayer timeout.??
 +
- Maybe something based on (CHA minus WIS)? Maybe based on how often you anger your god?
  
 
* UnNetHack's tweak to Curse Items (if it targets a cursed container, it recurses to a random object inside the container)
 
* UnNetHack's tweak to Curse Items (if it targets a cursed container, it recurses to a random object inside the container)

Revision as of 19:19, 11 March 2014


A place to contribute dnethack-specific YANIs

Current dnethack project

S-l-o-w-l-y implementing the Binder class.

Subpages

Hallucinatory Engravings

YANIs

  • The various elemental crystal orbs should be lighter, and should only detect their associated trap and Elemental type. --Chris
  • If you study a spell out of the Necronomicon, you should gain a bonus to cast it. --Chris
  • Intelligent rats that use weapons, doge traps, don't engage in melee.
  • Gibbering Mouther/Orb -Chris
  • Star Vampire (based on slash'em monster of the same name) -Chris
  • Cameras should eventually turn into weeping angels if they are used to take pictures of weeping angels. -Chris
  • Wishing improvements (fix problems introduced by new artifacts with plural names. Allow wishing for engraved items). -Chris
  • Uranium Imps should teleport their attackers whether or not the attack hits, and should have some association with uranium wands. -Chris
  • Game of Life related features, including moving hallucinatory wards and possibly a Game of Life themed dungeon level or branch. -Ozymandias
    • Added moving hallucinatory wards.
  • Remove / merge those legions of popcorn monsters and useless weapons. Anything that remains should be different in an interesting way. -Tjr
  • Scroll of consecrate (from Nethack TNG) - creates an altar at your present location, with chance of being co-aligned being based on BUC. Probably should be additional effects for each BUC, and for confused. Maybe there would be a fixed, limited number of these that exist in a game. Maybe even some unique "artifact" scrolls. - Ozymandias
  • Punishers (from Sheol, in UnNetHack) - not randomly generated, but as guards for specific locations. Due to their stationary status and variety of ranged and melee abilities, they could make for an interesting situation if flanking a narrow choke point - Ozymandias
  • Goldbugs, clockwork automata (automatons), and [modified] waterspout gargoyles, from the Biodiversity patch - Ozymandias
    • I'm really liking the clockwork automata, I think I'd like to add them as a player race.... That would be a bit further down the road, though.
      • Or not :). Clockwork Automata added as a player race.
  • Some adaptation of the 7-deadly sins patch on BAO - for Un, I was thinking they could appear randomly in Gehennom instead of replacing riders. For dnethack I think the more thematically consistent behavior is that there are player activities that are related to these sins (e.x. theft is greed), and doing these increases the odds of them randomly appearing, and might increase how strong they might be when they do. - Ozymandias
    • I looked at this patch a long time ago, but decided against a direct implementation. I like the idea of behavior-weighted generation in gehennom or the endgame. Here are my thoughts on behaviors that could be tracked.
      • Gluttony: Time spent satiated, continuing to eat after getting the "having a hard time getting it all down" prompt.

- Alternatively, number of unique items eaten

      • Lust: Foocubi danced with.

- Alternatively, the higher your current CHA is, but I prefer yours

      • Envy: ??Number of carried items that were generated as part of a monster's inventory??Number of carried items that were stolen from shops/direct theft from shops??

- This works

      • Greed: ??Number of carried items that are stolen, direct theft from shops.??Total monetary value of carried items??

- Both suggestions are good, but if you do the second, envy can use number of thefts

        • (dNethack already tracks which items are "stolen," defined as "item was removed from a shop without being sold and later picked up by the player," but does not do anything with that information, as monsters may steal items from shops without the player's knowledge.
      • Sloth: Increases with the turn counter.

- Perfect

      • Wrath: ??Formerly-peaceful monsters killed??Species extincted and genocided??

- Perfect, prefer the first

      • Pride: ??Something to do with the atheist conduct??Time spent with a full prayer timeout.??

- Maybe something based on (CHA minus WIS)? Maybe based on how often you anger your god?

  • UnNetHack's tweak to Curse Items (if it targets a cursed container, it recurses to a random object inside the container)
  • Elves get angry if they see a non elf using Elbereth
  • New RA - fingerless gloves - don't protect from cockatrice corpses, but melee can still hit with rings and you can swap your rings without removing the gloves
    • Thinking about adding this as a special property, ie, some percentage of gloves could be "fingerless" as well as their other properties, so that there could be both, for example, fingerless gauntlets of power and regular gauntlets of power in a single game.
  • Give Death an artifact scythe?
  • Replace Scroll of Amnesia with Scroll of Flood. Low luck and large depth both increase the chance of a cursed scroll of flood creating Lethe water (both an interesting effect and a nod to it replacing ?oAmnesia)
  • Add the #tip command and heavyshot mechanics from Dynahack (NaturesWitness)

Completed YANIs

  • Some references to the Submachine series, maybe just some engravings, maybe something more
    • I haven't played that series, sadly. Perhaps you can suggest some in the new sub page :)?
      • Done :) (You should check the series out - it is fun and rather short)
  • A statue of a giant turtle should behave like a boulder, or at least block vision. - Ozymandias
    • Current version acts EXACTLY like a boulder, I'd like to tweak it so that statues are harder to push than boulders are -Chris
  • Scrolls of Warding (Scrolls of X: engrave X ward when read, Scrolls of Warding: burn selected ward when read) -Ozymandias
  • Ring appearance improvements, part 2 (ring wards can be magically transferred to the ground) -Ozymandias
  • when eating the corpse of a rat-type monster, if your character is a dwarf you should get the "This is delicious!" message instead of the "This tastes terrible!" message (Discworld reference).-NaturesWitness
  • Long worm corpses should taste "spicy" - Ozymandias

Wiki Related

  • The giant turtle image is showing up on the main wiki entry for giant turtle, which is currently semi-specific to UnNetHack. UnNetHack is the origin for dnethack's giant turtle; however, I use a red ':' instead of a green one, to match the red spots on the tile's image. Also, the dnethack giant turtle has a much lower AC.