Giving NPCs parasites isn't much use, according to my reading of the code they can't die of starvation, faint from hunger, or even lose stats from nutrition states.
I guess while liquids are being reworked it might be a good time to fix the issue of flame-retardant vodka.
On the other hand, that might not quite be adjacent to the changes being discussed in this thread.
The patrol guard steps right in the bear trap, but his AI is weird. The cathedral frogs didn't once step on the banana peel and broken bottle (at least for the time I waited).
People outside avoided a big mine for a long time, but one eventually stepped on it. I haven't checked how NPCs handle visibility/memory of active traps that they may have seen being planted.
Not really off topic. If the liquid rework introduces 'a'pply to fluid containers, dangerous liquids ought to call the CSI:Attnam code to make sure you can't get away with anything too egregious.
They don't even react to mines, do they? As long as the trap or trap-like thing is placed outside cathedral grounds it's currently all fair game. Of course indoors it should be a different story.
*tests*
Currently you can get away with "passive" traps like banana peels and broken bottles in the Cathedral, but planting a bear trap or mine indoors is a dismemberable offense. Outdoors is fine, even the patrol guard doesn't mind bear traps.
Bottles of slime in combination with an 'a'pply command would be great for sticking enemies to the floor! Acidous blood would be good for coating non-dissolvable weapons (like arcanite scimitars and saal'thuls). Or just spraying monsters with.
Actually, sticking the patrol guard to the floor so he doesn't escape and waste a scroll of taming would be nice.
I use Silva's earthquake once per game to gas the dungeon shopkeeper. An important milestone on my quest.
I like the idea of Dulcis turning walls to transparent materials. Has implications in the early game when deciding whether it's worth the time and nutrition points to bash a door down.