User:Loggers

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Revision as of 06:22, 8 February 2024 by Loggers (talk | contribs) (yanis)
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I like to think I'm halfway competent, but it's probably more around 23%

stuff I'm working on

nada

the fabled yani stream of consciousness

these are ideas I have for a variant I'd like to make. the formatting is not good.

the old dragon yani

I like evilhack's dragons. I'm going to steal those and increase their speed to 15 (18 for shadow dragons, 20 for blue dragons). then there could be a third age group for dragons, let's call that ancient. gnollhack has these but they're lame so it's going to be different. these guys would only generate in special rooms deep in the main dungeon or gehennom. call it a dragon hoard. a fuckton of cool loot awaits ye if ya can kill the big lizard. they're greedy and lazy so never leave their hoard unless you piss them off. these are meant to basically be optional pseudo boss fights. they occupy a strange space in between random fodder and unique.

general stats : all will be speed 12 besides shadow who will be speed 15 and blue who will be speed 17. old and slow but not trivial, you get it. let's say like... -10 AC somewhere around there. doesn't matter too much. their scales got fuckin tough, 's the important thing to convey. I don't think they can actually get bigger per se, because the regular dragons are already like the biggest thing in the game. actually, maybe they get skinner. old n withered, type shit. whatever, I'll think about that later. let's make their claw attacks 8d4 and their bite 5d8. the exceptions are shadow dragons and red dragons. ancient shadow dragons can have 8d6 claws and ancient red dragons can have 8d5 claws. ancient red dragons also get 5d9 bites.

ancient dragons also won't have digestion attacks. past a certain point the digestion attacks either don't do anything or just work in the player's favor. flavor-wise they are old and don't like eating things live. Sea dragons still get their engulf. It’s not a digestion attack and it’s actually scary.

breath weapons are kind of boring. once you have reflection and/or the appropriate resistances no one cares. lame. how do you get around this? good fucking question actually. I have no idea. my genius has limits. this is depressing. let's talk about the individual guys now. as an update, I think some of the less interesting dragons could be able to strip your resistance like the vulnerability spell, with their breath. they should use their breath in melee too, if that is a thing.

blue: they can jump! acrobatic guys. their breath can temporarily strip your shock resistance, and their claw and bite attacks do shock damage.

green: they trail stinking clouds like a hezrou. their claw attacks are just poisonous, but their bite is disease-inducing.

red: their breath attack can temporarily. strip your fire resistance. claw and bite attacks are fiery.

yellow: their breath can temporarily strip your acid resistance, and their claw and bite attacks are acidic.

Orange: their claws slow and their bite paralyzes. This one’s really nasty.

Gray: instead of claw attacks, they get a magic missile attack with level-based damage (identical to that of an angel), and an arcane casting attack. Let’s call that one 4d6. Their bite cancels your inventory.

Silver: I'm not sure about this one. displacement, maybe? and their claws and bite should prolly deal cold damage.

Shimmering: They can teleport to you like a tengu, and have a gaze attack that makes you hallucinate. Their claws stun you, and their bite is just normal phys damage.

Gold: They have the same gaze attack as an archon (“you are blinded by the ancient gold dragon’s radiance!”) their light aura is larger than that of a gold dragon’s. Their claws and bite are fiery.

Shadow: They have a blinding gaze (but not stunning), and their darkness aura is bigger than that of a gold dragon’s. Their claws drain levels and their bite is death magic.

Black: Their claws deteriorate equipment and their bite deals disintegration damage. Very mean.

Sea: these I’m not sure of. I feel like they should keep their wrap drown, but I don’t know how to make them dangerous if you have magical or water breathing.

White: Their breath attack can temporarily strip away your cold resistance. Their claw attacks are replaced by two cold spellcasting attacks like Asmodeus’. Their bite slows.

Celestial: I don’t think these should exist. Celestial dragons are in a weird spot where they're kind of badass but not quite as badass as the ancient dragons. however, they're not easy to avoid. they seem fine.

also, some dragon hoards should be customized depending on what kind of ancient dragon is in them. like, white dragons have ice in theirs, sea dragons have water, orange dragons have sewage. this shouldn't be the case for all, but for some it could be cool.

I might decide I want to add other types of dragons. if I do that, I'll put them here.

the blacker the berry

the sweeter the juice?

werebane should be removed

you know I'm right

dungeon gen

current dungeon gen is boring. should be more lush and vibrant toward the surface, then dark and foreboding near the bottom. boxes in space are dumb. have a lot more plant life, and let rivers cut through the dungeon or have pools of water. Make the current box gen less restrictive, have more organic, natural but not totally cavernous. more vaults too. been playing dcss and their vaults are cool sometimes.

mines

mines needs reflavoring. top of the mines can be brightly lit and tunneled through and all that, bottom half of the mines needs to be more interesting. I like the water in evilhack's mines. sewage is lame though, don't steal that. as the mines get deeper, get more supernatural and spooky. unknown shit in the dark! mine's end'd need to be changed too. currently the gnomes have been down there already, and in some cases messed around and hung out. I think there should be spooky things lurking down there, and potentially some scary skellington or shadow man guarding the luckstone. also should be random "themed rooms" or "vaults". bunch of gnome corpses and a loathsome cave creature, stuff like that.

actually, remove all the banes

I've thought about just making them less shit, but then I realized this was not in fact a Growth Mindset. The banes are shit, and their theming is boring. It would be better to remove them and just replace them with actual interesting artifacts.

don't approach development in a mean way

hackem has been doing this lately and it annoys me. don't remove or nerf things purely because they benefit the player. that is silly

wait it's adom?

complete pie in the sky, have an overworld that connects multiple dungeons and locales. I don't know how this would work and I don't want to think about it either, but it would be so neat.

plants

tall grass that blocks vision. small grass that is just visual and/or burnable but is basically ground. shallow water. saplings. more kinds of trees. I want the early levels of the game to look nice. think the first levels of Brogue. other miscellaneous plants with different effects when utilized in some way, whether eating or attacking would be cool. ADOM has interesting herbs.

gods

nethack gods are a bit boring. they should do/help you with more stuff, and the stuff they currently do should be adjusted to be less RNG-dependant. I don't propose something like DCSS gods, where they are all unique, but some more tangible effects could go a long way I think. Effects specific to your role, like gods of melee chars giving melee buffs like speed, enchants to your weapon, gods of spell casters giving power refill, decreased fail on spells, etc etc

cultist

a role where you can put summoning circles on the ground using resources (probably max HP and some candles), and toss corpses into the Monster Realm to potentially attract the attention of a powerful monster. Many of those would be unique to summoning circles, but not all. Some combat element against the monster before you're allowed to tame it could be interesting. 'fight the guy before he wants to be your friend" is a little weird flavor wise but whatever.

mind flayer branch

idea. subterranean flayer city. filled with mf/mmfs, also put elder brains in. those are cool in dnh I think. perhaps to go along with this there could be a flayer caster, it and the elder brains could cast spells off a special psionic list. in any case, flavor-wise it's clammy, cold and wet. structures are clearly buildings but you have to kind of squint to tell it apart from typical caves n stuff. I think usually there's only one elder brain per city traditionally, if that's true it'd have to be quite scary. I also want to fit neothelids into this somehow but I like brains more and brains and neothelids don't really coexist. reward? probably something that grants psychic resistance at the end (should probably make psychic stuff more prevalent and dangerous for this to be relevant), and a bunch of cool loot in ye olde city itself.

basilisk

when you look at it it should stone you. make it a snake.

special rooms

special rooms currently are mostly like 'here's a boring room full of a million of the same guy with potentially some loot'. the only one I like is throne rooms. they should be more of an attention-demanding thing. also make the flavor better. like, a cockatrice nest should be more than just a box in space with 40 cockatrices. put some eggs around, make them not occupy EVERY space, add some statues... put SOME effort into it.


theme rooms

they are not common enough. make more of them. literally at least 10% of rooms should be themed. no one cares about empty boxes in space yo.

monster that can drown you on land

funny? flavor it as 'interdimensional mollusk.' ;. actually, this is a fire idea. here is what ideas I have for funny squid:

-opens a tear in reality to somewhere with water and shoves your head in it! can only do this if it's grabbing you. maybe if it's not grabbing you it can be a water blast a la sea dragon.

-opens a tear in reality to horrors beyond your puny mind's comprehension. this paralyzes you similar to ghost scaring.

-opens a tear in reality to a dimension with a really pissed off tentacle monster! you get slapped for a lot of damage.

-opens a tear in reality to Where the Dragons Went (pratchett refrefcne!!!1!!1). get hit with a random breath attack nerd

the tear effects would probably be only one at most per turn, and maybe could fail. in addition the interesting squid should have a couple melee tentacles that do things like hallu and stun, and a grab. I don't know where I would put this. it's kind of crazy, huh? maybe this could be the ultimate cultist pet. that's a good idea. though, I'd like it to be relevant to other roles too.. hm. future log problem

artifact idea

trident that gets a damage bonus or something. can invoke it for earthquake. it gives water walking and magic breathing when wielded. damage bonus prolly like 1d7 or 1d6, against everything. shouldn't be too crazy but def good. maybe you could zap it for a water blast? I'm not sure if that's realistically implementable and it's probably overkill anyway. probably don't do that.