It does indeed sound like a lot of this could be easily done with copying of code.
With respect to the healing/harmful gas, I think that could even be done with just a quick edit of the script files.
For example:
Config HEALING_VAPOUR;
{
Color = rgb16(200, 60, 60);
NameStem = "regenerative gas";
Alpha = 200;
AttachedGod = SOPHOS;
Effect = EFFECT_HEAL;
BreatheMessage = "Breathing this gas makes you feel refreshed!";
}
In fact we already have mustard gas as the template for harmful gas, which could be simply copied and re-worded for fire gas. Otherwise we'd have to program in a new status effect for "on fire" rather than recycling what I assume is the acid code.
Also I am of the opinion we need more gas emitting monsters if we're going to be adding more gasses. Obviously they can be based off the skunk or magic mushroom code. An example could be healer monsters that use short-lived healing clouds to heal larger groups of monsters - giving you the opportunity to reap the benefits of these clouds too.
On the lines of artifact armors, I feel like cursed items like those in so many other roguelikes would be a really good fit for IVAN. But the other suggestions are pretty much covered outside of unique armor pieces (Boots of Strength, Helm of Brilliance etc.), so any artifact armor would have to be
really unique, like the ridiculous shirt of the golden eagle. The shirt of the jaguar in LIVAN and the Decos Banana Co. shirts are also good examples.
I'd also like to see some less-practical effects or trade-off armor pieces like one that gives you ESP in exchange for making you absolutely blind, for example.
For safes, we already have chests and strongboxes made of different materials, and hidden vaults for said containers. On the other hand,
we do not have mimics.
But I do like the idea of having the chance to find an item inside objects that you wouldn't normally break.
I'd be glad to help in any way I can. It'd be a good opportunity for me to practice my programming outside of a familiar language.