Ideas

Jul 24, 2019, 7:27 pm
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MrMagolor wrote
Split shields up into different types, similar to swords: where the current "shield" would be the equivalent of a long sword. Bucklers would be the equivalent of a short sword, and tower shields would be likewise for bastard/twohanded swords.

So what be the difference between them be? Have the smaller ones have lower volume and arm strength requirement, and the opposite for the bigger ones?
Oct 14, 2019, 8:27 am
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TheMasterGear wrote
So what be the difference between them be? Have the smaller ones have lower volume and arm strength requirement, and the opposite for the bigger ones?

Yes, as the way short/long/bastard swords are.
Oct 16, 2019, 9:02 am
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An idea on spell-learning: reading scrolls that are similar to spells (i.e. teleport, immolation, taming(?)) should eventually grant you the ability to use that spell yourself (the time it takes would depend on Int, maybe Wis and/or Mana); unsure as to what hotkey you would use for the spells tab, though.
Nov 5, 2019, 12:00 am
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Suggestion: Endurance affecting satiation.

This could happen in a few different ways, but here's my first thought: it simply increases the number values for the satiation 'levels'. As a made up example, lets say a loaf of bread is worth 100 satiation points. Then, lets say that 0-100 satiation points is "starving", 100-200 is "very hungry", 200-400 is "hungry", 700-900 is "satiated", 900-1000 is "bloated", and above 1000 is "overfed". Then, starving person could eat 9-10 loaves of bread before becoming overfed.

Well, lets just assign these numbers to END=10. A point in either direction of 10 is equivalent to a 10% (fudge for balance) increase/decrease in all of these levels - but the loaf of bread is worth the same amount of satiation points. So, for a person with 20 endurance, they would need to eat at least four loaves of bread just to recover from being "hungry" - but at the same time, they don't hit "overfed" until they've eaten a huge amount of bread... and once they are satiated, they stay that way for twice as long. Meanwhile someone with 5 endurance would have to eat much more frequently.

Game effects: As the game moves towards mid- or late-game and endurance values begin to rise, hunger becomes a longer-term, more strategic concern. You'll be able to eat much more food in a sitting, and stay fed for longer as a result, but if you become hungry it will be harder to recover in the dungeon as food provides relatively smaller increases in satiation levels. This would also affect the balance on Seges' food-related benefits, although usually once you are in good with Seges you're never hungry again anyways...
Nov 5, 2019, 1:03 pm
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I love it!
Mar 24, 6:08 am
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Artifact weapon using the flail graphics. Actual name would be "the X-headed flail named Vindex".

Starts with 1 head and as it kills, grows more heads (changing its graphics). If you don't kill with it for too long, the extra heads will start to disappear.

When you attack with it, each head rolls its own attack. Thus a 3-headed flail would do 3 attacks with a single bump against a monster.
Mar 24, 1:23 pm
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Awesome idea for an artifact weapon. Reminds me of Z's Hydra Slayer game, where you had to use your weapons and math to cut off the right number of Hydra heads iirc..
Mar 24, 2:27 pm
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I would think you would have to add some offsetting negative effect, as it sounds like it could easily become OP
Mar 24, 6:51 pm
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Maybe the heads bite you sometimes, if you aren't feeding them enough?
Apr 16, 3:03 pm
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I noticed that uranium boulders/sticks/etc. have been added. How about adding radiation poisoning to go with them?

For simplicity's sake the damage could only apply within 1 square ('touching'), but having damage ticks fall off as you're farther away could be possible if someone wants to do the maths. There should be thresholds at which damage increases, defined by how much total units of Uranium material are in a square; at high values you suffer burns while also taking Poison damage. Also take a 10x multiplier to your torso if said material is in the player's inventory, or to a limb if an item made of Uranium is wielded or worn. Throw in random Uranium golems to emphasize the new mechanic.

If you want to get really nasty:

* Add a threshold for criticality. Stack waaay too much Uranium in a square and all of the sudden it will start glowing blue with a unique message, plus taking a massive poison dose.
* Add an "Is_radioactive" tag for metallic items and have them inflict a fixed damage-per-turn based on the total threshold + turns they've been exposed. Don't pick up that +5 thunder hammer that's been lying next to the Uranium boulder...kick it away and leave it for a while.
* Have healers refuse to treat severely irradiated players.

-----
Here's a few more ideas:

* A novel use for gas immunity in the form of a small dungeon with an unbreathable environment. Mines and wands of fireball can still go boom but nothing can actually burn. The player also starts suffocating (head damage?) unless they are polymorphed into a creature that doesn't need to breathe, have an amulet of magic breathing or are otherwise gas immune. The danger itself should be subtle. Alert players might notice that no living creatures are spawning (b/c they can't survive). Maybe throw in a mystic dark frog for a chance to suddenly rip away the amulet they were relying on!

* Trap rooms. Similar to Chest Rooms except when the player steps inside the doors lock and various forms of unbreakable traps (terrain icons) pop up to make your life miserable?

* Enable death-by-stupidity on the Attnam torture devices. Sitting on the wooden horse = guaranteed 1 HP damage to torso, closing the iron maiden while 'inside' it = severe piercing damage to multiple random body parts.
** In the same vein, a chance of falling into a well and drowning if you "sit" on it and fail some kind of stat check to climb out.

* "Flatulent" status, where you randomly emit a cloud of gas, to drinking pea soup. This should be an invisible status and possibly count as a hostile action to neutral NPC's.

* "Mute" status, preventing you from chatting to anyone but healers until cured.

* A sidequest to help Petrus' unhappy wife escape from Attnam without alerting the guards. Different text screens and rewards for getting her out quietly vs. violently.

* Dipping a container of water into a container of acid should cause a minor (1x1 tile) explosion and getting acid splattered on you.
Apr 24, 8:56 pm
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Dark-Star2018 wrote
* A novel use for gas immunity in the form of a small dungeon with an unbreathable environment.


Or even better, a gas dungeon or room that requires little to no fire or else risk blowing up the entire room (along you with it)
Apr 24, 9:25 pm
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New dungeon: The Mine
Every level is mine themed. So there is a level with a bunch of ore and pick axes and shit. Another level has a lot of mines of both the gas and explosive variety. A third is full of firedamp - flammable gas that you can't breathe. Maybe one has a bunch of sirens (who just say "Mine" and you give them stuff).
Apr 25, 3:54 pm
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Ischaldirh wrote
New dungeon: The Mine
Every level is mine themed. So there is a level with a bunch of ore and pick axes and shit. Another level has a lot of mines of both the gas and explosive variety. A third is full of firedamp - flammable gas that you can't breathe. Maybe one has a bunch of sirens (who just say "Mine" and you give them stuff).

Actually I'd prefer a new dungeon with none of these things
Apr 25, 10:19 pm
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Not sure if these have been suggested already but:

Enchantment Re-Roll scroll -- Randomly changes the type of enchantment on an already enchanted weapon / piece of armor / object. You could apply the scroll to a cloak of acid resistance and get a cloak of electricity resistance after using the scroll. Pretty minor but could be interesting.

Dipping items in raw liquified magic enchants the item --- pretty self explanatory.
Apr 25, 11:59 pm
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Do items that are on fire produce smoke? Because they should.
Apr 26, 1:27 am
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Ischaldirh wrote
Do items that are on fire produce smoke? Because they should.

They don't. They really should.
Apr 28, 7:47 am
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A variety of containers would be nice. It gets pretty silly once you get around to hauling around a few chests late game. I know the icebox was brought up before, which would slow food spoiling. We could have rarer, more powerful versions equivalent to a chest (mini fridge) that prevents food spoiling and an equivalent to a large chest (large fridge) which freezes items e.g. a bottle of water becomes a bottle of ice, throw for blunt weapon training. Maybe even a rare Magic Fridge furniture, blessed by Mellis, which fills cans and bottles over time. As well as a scroll tube, a lightweight container that can hold up to x number of scrolls only. Perhaps even a suitcase for wands, a wand case.
Apr 28, 12:47 pm
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A wand holster?

Also maybe a magic chest, which would be a large chest that shares a single inventory among all instances. So you could put items into a magic chest in Attnam, leave it there, and retrieve them from some random magic chest in a dungeon. (And of course we could place some guaranteed magic chests around the world.)
Apr 28, 4:13 pm
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I do like the idea of a wand/scroll case, although that's what I use strongboxes for (when I find them).

To take these ideas one step further: how about a couple new legendary items, ripped straight out of D&D (and maybe reskinned to be nice and IVANesque): the Bag of Holding and the Portable Hole. Now, I see the bag of holding as being able to carry as much as a large chest, but not being able to lock, weighing a lot less, and not changing weight as items are added. The portable hole, on the other hand, is just a trick item: at first glance it seems like it should be a Bag of Holding Plus - but it's actually just a hole, and anything you throw in it is irrecoverable.
Apr 28, 11:50 pm
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Strongboxes are pretty rare though, and as you mentioned, we mostly put wands/scrolls in them. I was thinking wand/scroll cases would be lighter and made of more fragile materials (I was thinking wood for scrolls and leathers for wands), but with a SoCM could be made into a pretty decent replacement for a strongbox, the downsides being the need for a SoCM and the limitation on storage type, so strongboxes would still be the superior choice, if heavier.

I quite like the magic chest and portable hole ideas too.
Apr 30, 7:41 am
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how are strongboxes superior?
Apr 30, 6:05 pm
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They spawn with stronger materials. I don't know the exact mechanics, but due to the stronger materials strongboxes seem to protect their contents better. Their small size means that they are actually portable - moving an iron chest around would be a real chore.
May 1, 12:19 pm
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do they have the same carrying capacity?
May 7, 10:19 am
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stoovan wrote
Or even better, a gas dungeon or room that requires little to no fire or else risk blowing up the entire room (along you with it)

I love it.

Have a "cloud of noxious fumes" genned on every single walkable square. One spark and the resulting explosion sends you on the Afterlife Express

Maybe if you mine or otherwise destroy a wall, it should get replaced with more cloud to prevent twinking around? Or should a clever player be allowed to dig around the hazard?
May 7, 7:59 pm
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Dark-Star2018 wrote
Maybe if you mine or otherwise destroy a wall, it should get replaced with more cloud to prevent twinking around? Or should a clever player be allowed to dig around the hazard?

I'd say it should get replaced since lets face it, it's really easy to find a pickaxe (especially in the UT).
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