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YANI: IRC #nethack ideas collection #25

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azgor

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Dec 7, 2006, 9:10:12 PM12/7/06
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Ladies and gentlemen, the #nethack ideas collection has turned 25!
That means that about 375 ideas have been captured so far. O_O They
haven't all been great, but many have, and a few have already been
turned into patches. So how much longer will we keep this up? Who
knows?! I'm just glad to have had an opportunity to make this little
contribution to the community (if it can be called that). I hope at
least a few people have found this project amusing or worthwhile.
Without further ado...

This is a collection of YANIs by users of the #nethack IRC channel on
freenode.net. Please excuse any old ideas that may be present.

[1]: New class: 'D'iety. You can choose your alignment, but the
race/sex menu changes to a choice of what deity you want to play as.
Very fun. --TheShrewdDude

[2]: Have levels occasionally generated in Gehennom with three-wide
corridors instead of one. --Patashu

[3]: A potion trap. Lobs a random potion at you when you step, with the
expected effects when it hits you. (Although it might be too weak for a
trap, so perhaps make it a potion shower instead, equivilant to
drinking a random cursed potion.) Either way, limit it to one use
before expiring to prevent identification abuse. --Patashu

[4]: some sort of a message when pets gain a level :O --Chilliwack

[5]: A character could gain permenant disabilities (such as being
blind, deaf, paralyzed in one or more limbs) after extreme injuries.
These would be extremely difficult or even impossible to heal, and pose
a major obstacle to finishing the game. --teabing

[6]: when riding a saddled dragon, a command sould be available to use
the dragon's breath weapon in a certain direction --teabing

[7]: the Time Machine: When #invoked, you may go back in time (level is
reset, with parameters so that you don't get stuck), freeze time (gives
you more turns for your moves), or go forward in time (monsters
continue doing what they're doing; turn count increments, but you are
stuck in a protective statis.) You can even go back to 2004 and sell
GMail invites. Fun! --TheShrewdDude

[8]: Change Caveman/Cavewoman to Caveperson. --lament

[9]: Throwing Vorpal Blade < should have a chance of beheading you;
throwing Tsurugi < should have a chance of bisecting you. --kazuality

[10]: Digging downwards should destroy any engraving on the current
square. --ekiM

[11]: Monsters with an ability that attacks in a bouncing beam (ie, red
dragons) can intentionally ricochet their attacks around corners.
--aero2600

[12]: With high enough STR, it should be possible to crush monsters
(maybe only small, medium ones?) between boulders & other
boulders/walls --Botje

[13]: Cloak of Deception: When worn, it makes you appear as a
particular monster type (perhaps a hobgoblin or a troll or something),
and lets you loiter amongst normally hostile monsters at ease. When
chatting, you'll get new messages, such as "I hear that there's an
adventurer wandering around." --TheShrewdDude

[14]: Likewise, a Cloak of Deception, when worn by a hostile, might
make it appear as a peaceful human, perhaps as a watchman or
shopkeeper. --TheShrewdDude

[15]: carrying a mirror could allow you to redirect a ray/beam in the
direction of your choice, after it hits you --magicalblender

[16]: On the astral plane, War could show up, with the approximate
power and abilities of whichever player character ascended most
recently. --magicalblender


Individual ideas may have contributions from multiple authors/editors,
but we currently only record the nickname of (usually) the original
author.

azgor

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Dec 7, 2006, 9:38:02 PM12/7/06
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Oh, I completely forgot to thank the users of #nethack for all of their
contributions and also for putting up with the intrusive process of
clearing out the old ideas from Rodney the official channel bot.
Thanks indeed! Also, thanks to the RGRN readers for all the great
feedback!

> [16]: On the astral plane, War could show up, with the approximate
> power and abilities of whichever player character ascended most
> recently. --magicalblender

Perhaps this could be accomplished by having a bones file created
whenever someone offers The Amulet on the wrong altar on Astral. Well,
not bones exactly, since that would mean killing off everything on the
level. But since the adventurer in question doesn't ascend (IIRC) then
perhaps he/she is still milling about when the new player arrives (and
we assume that the level has had time to repopulate with monsters). I
don't know whether the adventurer's inventory should be modified,
though. If it was preserved, then the highest scorers would almost
always be those that encountered this rare situation. Also, odds are
that there would be a lot of overlap in the artifacts carried by the
two players. Meh. Maybe it's a bad idea (mine, that is).

Arthur J. O'Dwyer

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Dec 7, 2006, 11:04:48 PM12/7/06
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On Thu, 7 Dec 2006, azgor wrote:
>
> [1]: New class: 'D'iety. You can choose your alignment, but the
> race/sex menu changes to a choice of what deity you want to play as.
> Very fun. --TheShrewdDude

As far as "diety" goes, vegetarian is already a conduct. For playing
as a god... does anyone else remember that game that was posted here
several years ago, where you played the role of a Nethack deity which
mostly involved transcripts like

Your puny servant enters the Dungeon of Doom.
Your puny servant has sacrificed a newt!
... do nothing ...
Your puny servant has died.
Send another adventurer? y/n

Your puny servant enters the Dungeon of Doom.
Your puny servant has died.
Send another adventurer? y/n

I think it was written in Python. That's all I can remember about it,
though. Google isn't helping.


> [5]: A character could gain permenant disabilities (such as being
> blind, deaf, paralyzed in one or more limbs) after extreme injuries.
> These would be extremely difficult or even impossible to heal, and pose
> a major obstacle to finishing the game. --teabing

Yay! :(

> [6]: when riding a saddled dragon, a command sould be available to use
> the dragon's breath weapon in a certain direction --teabing

Balance issues.

> [8]: Change Caveman/Cavewoman to Caveperson. --lament

Cavemen don't wear too much; it's probably pretty easy to tell which
is which.

> [9]: Throwing Vorpal Blade < should have a chance of beheading you;
> throwing Tsurugi < should have a chance of bisecting you. --kazuality

It already does.

> [10]: Digging downwards should destroy any engraving on the current
> square. --ekiM

It already does.

> [13]: Cloak of Deception: When worn, it makes you appear as a
> particular monster type (perhaps a hobgoblin or a troll or something),
> and lets you loiter amongst normally hostile monsters at ease. When
> chatting, you'll get new messages, such as "I hear that there's an
> adventurer wandering around." --TheShrewdDude

In other words, a cloak of invisibility and a lot of new messages.

> [15]: carrying a mirror could allow you to redirect a ray/beam in the
> direction of your choice, after it hits you --magicalblender

Wielding a mirror, perhaps. Wouldn't be too hard to implement, I bet;
but who would care?

> [16]: On the astral plane, War could show up, with the approximate
> power and abilities of whichever player character ascended most
> recently. --magicalblender

See the FAQ.

-Arthur

tsingi

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Dec 8, 2006, 12:48:18 AM12/8/06
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On Thu, 07 Dec 2006 23:04:48 -0500, Arthur J. O'Dwyer wrote:

>> [10]: Digging downwards should destroy any engraving on the current
>> square. --ekiM
>
> It already does.
>

No it doesn't, not until you have finished digging.

Arthur J. O'Dwyer

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Dec 8, 2006, 1:20:34 AM12/8/06
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Hm. Okay, here.

-Arthur

diff -Ndru nethack-3.4.3/src/dig.c nethack-patched/src/dig.c
--- nethack-3.4.3/src/dig.c 2006-12-04 21:59:02.000000000 +0000
+++ nethack-patched/src/dig.c 2006-12-07 22:12:46.000000000 +0000
@@ -262,6 +262,8 @@
case 1:
pline("Bang! You hit with the broad side of %s!",
the(xname(uwep)));
+ if (digging.down)
+ wipe_engr_at(u.ux, u.uy, 3);
break;
default: Your("swing misses its mark.");
break;
@@ -282,6 +284,9 @@
return(0); /* done with digging */
}

+ /* Just digging will erase engravings. */
+ wipe_engr_at(u.ux, u.uy, 5);
+
if (digging.effort <= 50 ||
((ttmp = t_at(dpx,dpy)) != 0 &&
(ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT ||

Jove

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Dec 8, 2006, 1:21:47 AM12/8/06
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On Thu, 7 Dec 2006 23:04:48 -0500 (EST), Arthur J. O'Dwyer wrote in
<<Pine.LNX.4.61-042....@unix33.andrew.cmu.edu>>:

>
>On Thu, 7 Dec 2006, azgor wrote:
>>
>> [1]: New class: 'D'iety. You can choose your alignment, but the
>> race/sex menu changes to a choice of what deity you want to play as.
>> Very fun. --TheShrewdDude
>
> As far as "diety" goes, vegetarian is already a conduct. For playing
>as a god... does anyone else remember that game that was posted here
>several years ago, where you played the role of a Nethack deity which
>mostly involved transcripts like
>
> Your puny servant enters the Dungeon of Doom.
> Your puny servant has sacrificed a newt!
> ... do nothing ...
> Your puny servant has died.
> Send another adventurer? y/n
>
> Your puny servant enters the Dungeon of Doom.
> Your puny servant has died.
> Send another adventurer? y/n
>
>I think it was written in Python. That's all I can remember about it,
>though. Google isn't helping.
>
>

What Fools These Mortals:

<http://www.crummy.com/software/WhatFools/>

>> [15]: carrying a mirror could allow you to redirect a ray/beam in the
>> direction of your choice, after it hits you --magicalblender
>
> Wielding a mirror, perhaps. Wouldn't be too hard to implement, I bet;
>but who would care?

Someone without reflection via other means.


--
Welcome to NetHack. | I take what I'm given.
| You exploit the game.
All the best, | He's an abusive cheater.
Jove (Joe Bednorz)

Mike Kelly

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Dec 8, 2006, 5:14:20 AM12/8/06
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If you dust-E three times then dig a pit then E doesn't go away until
the pit is dug. Similarly for digging a hole in a pit. E-respecting
monsters will not attack you while you are digging, only when you stop.
This makes for an absurd escape mechanism. Would excavating a pit
really not disturb something written on the floor?

Perhaps I should rephrase my suggestion to "Digging downwards should
destroy any Engraving on the current square as soon as it starts".

--
mike.

Kent Paul Dolan

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Dec 8, 2006, 11:24:40 AM12/8/06
to
Mike Kelly wrote:

> Perhaps I should rephrase my suggestion to
> "Digging downwards should destroy any Engraving on
> the current square as soon as it starts".

I don't see a logical reason that it should be
destroyed _at all_ for a mere pit. We already know
based on messages from crawling to the edge of pits
that the pit doesn't occupy the whole grid square,
so there's lots of room for some puny message. But
when you've dug a _hole_, well, holes don't seem to
have edges, so at the end of the digging, maybe the
entire grid square collapses downward from the
weakening effect of digging all the way through.

[It might have perforations, like toilet paper, that
mark where tearing should happen, due to Ancient
Magic(tm).]

YANI 1: There should be burrowing creatures to
encounter while digging.

The earthworm bites!
The gribble gnaws!
The slimy but satisfying grub gums you!
The star nosed mole accosts you!
The nest of ground bees sting! Again! Again!

That's a big coding effort though, because the
monster and the PC are in the same grid square,
sort of like PCs and steeds.

Hi, ho, sandworm!

YANI 2: Digging a hole should drop rock/boulder
debris onto the immediate target square in the level
below. How could it not?

You land on a boulder! Ouch!
You see here a huge pile of rocks!

FWIW

xanthian.

Arthur J. O'Dwyer

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Dec 8, 2006, 12:13:09 PM12/8/06
to

On Fri, 8 Dec 2006, Mike Kelly wrote:
> Arthur J. O'Dwyer wrote:
>> On Fri, 8 Dec 2006, tsingi wrote:
>>> On Thu, 07 Dec 2006 23:04:48 -0500, Arthur J. O'Dwyer wrote:
>>>>> [10]: Digging downwards should destroy any engraving on the current
>>>>> square. --ekiM
>>>>
>>>> It already does.
>>>
>>> No it doesn't, not until you have finished digging.
>>
>> diff -Ndru nethack-3.4.3/src/dig.c nethack-patched/src/dig.c
>> --- nethack-3.4.3/src/dig.c 2006-12-04 21:59:02.000000000 +0000
>> +++ nethack-patched/src/dig.c 2006-12-07 22:12:46.000000000 +0000
>> @@ -262,6 +262,8 @@
>> case 1:
>> pline("Bang! You hit with the broad side of %s!",
>> the(xname(uwep)));
>> + if (digging.down)
>> + wipe_engr_at(u.ux, u.uy, 3);
>> break;
>> default: Your("swing misses its mark.");
>> break;
>> @@ -282,6 +284,9 @@
>> return(0); /* done with digging */
>> }
>>
>> + /* Just digging will erase engravings. */
>> + wipe_engr_at(u.ux, u.uy, 5);
>> +
>> if (digging.effort <= 50 ||
>> ((ttmp = t_at(dpx,dpy)) != 0 &&
>> (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT ||
>
> If you dust-E three times then dig a pit then E doesn't go away until
> the pit is dug.

Yes, that was the old behavior. The patch above will change that...

(T:65)
Something is written here in the dust. --more--
You read: "ElberethElberethElbereth". You see no objects here.
(T:65)
What do you want to use or apply? [ae-i or ?*]
e - a +0 pick-axe (weapon in hand).--More--
a - a blessed +2 bullwhip (alternate weapon; not wielded).--More--
In what direction do you want to dig? [49631>]
You start digging downward. You stop digging. The jackal bites!
(T:67)
Something is written here in the dust. --more--
You read: "Elbere?hE|b ?e?h_lbereth". You see no objects here.
(T:67)

> Perhaps I should rephrase my suggestion to "Digging downwards should
> destroy any Engraving on the current square as soon as it starts".

My first try at this patch did exactly that --- but that produced
really strange results, because the player would engrave, and then
begin to dig, and get interrupted, and then "Huh! Where'd that engraving
go?". It feels /much/ better, from a non-surprise point of view, to
have most of the engraving remain after a little bit of digging. The
main point of this idea is to prevent E-abuse, right?

-Arthur,
always carefully wipes away any writing on the ground
before beginning to dig a hole

micromoog

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Dec 8, 2006, 3:59:36 PM12/8/06
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azgor wrote:
> [15]: carrying a mirror could allow you to redirect a ray/beam in the
> direction of your choice, after it hits you --magicalblender

How about wielding a mirror grants normal reflection? This would have
to be balanced somewhat, so: accidentally attacking something with the
wielded mirror always breaks it (with the existing luck penalty), and
wielding a mirror either inhibits spellcasting or causes bad effects
from it (The magic missile reflects from your mirror and hits you!)

Patashu

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Dec 8, 2006, 4:01:12 PM12/8/06
to

I like the idea. How about making it go like this:

Underground monsters are 'hidden' on a tile in a form other than a
monster (a trigger?) and when you attempt to dig down there they get
disturbed and pop up as the monster in an adjacent tile (or tiles in
the case of swarms)

> YANI 2: Digging a hole should drop rock/boulder
> debris onto the immediate target square in the level
> below. How could it not?
>
> You land on a boulder! Ouch!
> You see here a huge pile of rocks!
>
> FWIW
>
> xanthian.

It's not THAT big a hole, is it? Just rocks. (This would probably work
better coupled with the consistent dropoff points for holes patch)

Richard Bos

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Dec 8, 2006, 5:53:00 PM12/8/06
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"azgor" <nowhere....@spamgourmet.com> wrote:

> [1]: New class: 'D'iety. You can choose your alignment, but the
> race/sex menu changes to a choice of what deity you want to play as.

Oh goody. Another massive, far-reaching idea without the slightest
detail or development.

> [2]: Have levels occasionally generated in Gehennom with three-wide
> corridors instead of one. --Patashu

Sure. Anything to make the run back up less infuriating.

> [3]: A potion trap. Lobs a random potion at you when you step, with the
> expected effects when it hits you. (Although it might be too weak for a
> trap, so perhaps make it a potion shower instead, equivilant to
> drinking a random cursed potion.)

A bit strong, isn't it? It would need to be a deep-level trap.

> [4]: some sort of a message when pets gain a level :O --Chilliwack

If you wish. I don't think it's needed, but it wouldn't break anything
and wouldn't be hard to add.

> [5]: A character could gain permenant disabilities (such as being
> blind, deaf, paralyzed in one or more limbs) after extreme injuries.
> These would be extremely difficult or even impossible to heal, and pose
> a major obstacle to finishing the game. --teabing

Groan... not again.

> [6]: when riding a saddled dragon, a command sould be available to use
> the dragon's breath weapon in a certain direction --teabing

Yes. Actually, pet dragons should be able to use their breath in
general, and not bite cockatrices.

> [7]: the Time Machine: When #invoked, you may go back in time (level is
> reset, with parameters so that you don't get stuck), freeze time (gives
> you more turns for your moves), or go forward in time (monsters
> continue doing what they're doing; turn count increments, but you are
> stuck in a protective statis.) You can even go back to 2004 and sell
> GMail invites. Fun! --TheShrewdDude

Yay, another unimplementable idea with a massive, unbalancing impact.

> [8]: Change Caveman/Cavewoman to Caveperson. --lament

*Smack* *smack* *smack* Get your politically correct, brainless,
sourfaced arse out of this game before I whack you another one.

IOW, do this and I delete the game from my hard drive.

> [9]: Throwing Vorpal Blade < should have a chance of beheading you;
> throwing Tsurugi < should have a chance of bisecting you. --kazuality

I can't imagine anyone doing that, but why not?

> [10]: Digging downwards should destroy any engraving on the current
> square. --ekiM

Yup.

> [11]: Monsters with an ability that attacks in a bouncing beam (ie, red
> dragons) can intentionally ricochet their attacks around corners.

No, because ricochets are not predictable.

> [12]: With high enough STR, it should be possible to crush monsters
> (maybe only small, medium ones?) between boulders & other
> boulders/walls --Botje

Nah.

> [13]: Cloak of Deception: When worn, it makes you appear as a
> particular monster type (perhaps a hobgoblin or a troll or something),
> and lets you loiter amongst normally hostile monsters at ease. When
> chatting, you'll get new messages, such as "I hear that there's an
> adventurer wandering around." --TheShrewdDude

A bit tricky to code thoroughly (for example, what if you're parading as
a gnome and a dwarf appears?), but not a bad idea.

> [15]: carrying a mirror could allow you to redirect a ray/beam in the
> direction of your choice, after it hits you --magicalblender

IOW, carrying a mirror gives reflection _plus_ an extra attack? I don't
think so.

> [16]: On the astral plane, War could show up, with the approximate
> power and abilities of whichever player character ascended most
> recently. --magicalblender

No, _you're_ War.

Richard

Rachel Elizabeth Dillon

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Dec 8, 2006, 6:05:31 PM12/8/06
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On 2006-12-08, Richard Bos <ral...@xs4all.nl> wrote:

> "azgor" <nowhere....@spamgourmet.com> wrote:
>> [8]: Change Caveman/Cavewoman to Caveperson. --lament
>
> *Smack* *smack* *smack* Get your politically correct, brainless,
> sourfaced arse out of this game before I whack you another one.
>
> IOW, do this and I delete the game from my hard drive.

If it makes you feel any better, I _assure_ you that he was being
sarcastic, and probably, in fact, trolling for responses like this one.

:)

-r.

Arthur J. O'Dwyer

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Dec 8, 2006, 6:45:03 PM12/8/06
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On Fri, 8 Dec 2006, Richard Bos wrote:
> "azgor" <nowhere....@spamgourmet.com> wrote:
>> [3]: A potion trap. Lobs a random potion at you when you step, with the
>> expected effects when it hits you. (Although it might be too weak for a
>> trap, so perhaps make it a potion shower instead, equivilant to
>> drinking a random cursed potion.)
>
> A bit strong, isn't it? It would need to be a deep-level trap.

I dunno. On the plus side, there are lots of good potions to get
splashed with, and each time you hit a potion trap, you would (I presume!)
learn the identity of one more potion. I think it would be very
/random/, on par with a polymorph trap and worse than a magic trap.
So if that's what you meant by "deep-level", I guess I agree with you.

>> [6]: when riding a saddled dragon, a command sould be available to use
>> the dragon's breath weapon in a certain direction --teabing
>
> Yes. Actually, pet dragons should be able to use their breath in
> general, and not bite cockatrices.

I forgot that anything saddled and ridden must be tame! In that case,
I'd be surprised if Grunt's intelligent-pet patch didn't handle this
case just fine.

>> [9]: Throwing Vorpal Blade < should have a chance of beheading you;
>> throwing Tsurugi < should have a chance of bisecting you. --kazuality
>
> I can't imagine anyone doing that

The DevTeam could. ;)

>> [11]: Monsters with an ability that attacks in a bouncing beam (ie, red
>> dragons) can intentionally ricochet their attacks around corners.
>
> No, because ricochets are not predictable.

Aren't they? They're predictable for spells like magic missile, I
know. So this seems like a decent AI improvement... it's just one that
would rarely be seen, and when it was seen, it would be YAAD, because
you'd get zapped by something you didn't even see.

>> [15]: carrying a mirror could allow you to redirect a ray/beam in the
>> direction of your choice, after it hits you --magicalblender
>
> IOW, carrying a mirror gives reflection _plus_ an extra attack? I don't
> think so.

/Wielding/ a mirror would be better, IMHO. If you're wielding a mirror,
you're not wielding a weapon, so you're not going to be engaging in
combat too much. (Not successfully, anyway.) (And assuming two-weaponing
doesn't break my assumptions in some exploitable way.)

-Arthur

Jym

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Dec 9, 2006, 4:22:07 AM12/9/06
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On Sat, 09 Dec 2006 00:45:03 +0100, Arthur J. O'Dwyer
<ajon...@andrew.cmu.edu> wrote:

>>> [6]: when riding a saddled dragon, a command sould be available to use
>>> the dragon's breath weapon in a certain direction --teabing
>>
>> Yes. Actually, pet dragons should be able to use their breath in
>> general, and not bite cockatrices.
>
> I forgot that anything saddled and ridden must be tame! In that case,
> I'd be surprised if Grunt's intelligent-pet patch didn't handle this
> case just fine.

I know there is a patch to allow pets to use breath weapon.
(Wandering with half a dozen pet dragons becomes quite fun :-) )

>>> [11]: Monsters with an ability that attacks in a bouncing beam (ie, red
>>> dragons) can intentionally ricochet their attacks around corners.
>>
>> No, because ricochets are not predictable.
>
> Aren't they? They're predictable for spells like magic missile, I
> know. So this seems like a decent AI improvement... it's just one that
> would rarely be seen, and when it was seen, it would be YAAD, because
> you'd get zapped by something you didn't even see.

iirc, ricochet at 45° (ie diagonal) have a small chance of coming back
from where they came rather than going in the other direction. The
"rational" being that walls of the dungeon are not completely flat and
rays may hit the wrong part of the wall.
(I may be completely wrong and don't have time right now for source diving)

--
Hypocoristiquement,
Jym.

Richard Bos

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Dec 9, 2006, 4:37:15 AM12/9/06
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One would hope so, but the average quality of these lists doesn't make
me feel confident.

Richard

Kent Paul Dolan

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Dec 9, 2006, 6:52:46 AM12/9/06
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Richard Bos wrote:

[3-wide corridors]

> Sure. Anything to make the run back up less
> infuriating.

I thought the whole idea of the "mysterious force"
was precisely to infuriate the player into making
mistakes. Why decrease this effect? You're already
perfectly free to pick-axe shortcuts for the return
trip.

>> [4]: some sort of a message when pets gain a
>> level :O --Chilliwack

> If you wish. I don't think it's needed, but it
> wouldn't break anything and wouldn't be hard to
> add.

You'd need to be pretty careful not to mislead the
player, though. Telling the player that "Fluffy
looks stronger" when in fact Fluffy is down to his
last couple of hit points would do more harm than
good.

>> [11]: Monsters with an ability that attacks in a
>> bouncing beam (ie, red dragons) can intentionally
>> ricochet their attacks around corners.

> No, because ricochets are not predictable.

So? Ricochets _mostly_ "do the right thing" so it is
in the dragon's interest to make the attempt. Who
says the dragon _succeeds_? The beam might instead
whoosh right back over the (fireproof) dragon's
shoulder and kill the next monster back in line.

The issue for me is, how does the dragon know where
to target the ricochet? ESP?

>> [12]: With high enough STR, it should be possible
>> to crush monsters (maybe only small, medium
>> ones?) between boulders & other boulders/walls
>> --Botje

> Nah.

Maybe done slightly differently. It sure doesn't
make much sense that the PC can't roll boulders
right over molds and lichens, likely crushing them
in the process. This would make Sokoban so much more
pleasant.

>> [13]: Cloak of Deception: When worn, it makes you
>> appear as a particular monster type (perhaps a
>> hobgoblin or a troll or something), and lets you
>> loiter amongst normally hostile monsters at ease.
>> When chatting, you'll get new messages, such as
>> "I hear that there's an adventurer wandering
>> around." --TheShrewdDude

> A bit tricky to code thoroughly (for example, what
> if you're parading as a gnome and a dwarf
> appears?), but not a bad idea.

What if you're parading as an orc and a team of
woods elves appears? I like this one, it has
"backfires often" written all over it.

>> [15]: carrying a mirror could allow you to
>> redirect a ray/beam in the direction of your
>> choice, after it hits you --magicalblender

> IOW, carrying a mirror gives reflection _plus_ an
> extra attack? I don't think so.

Nope, you should have to weild the mirror, which
makes it as big a disadvantage as it is an
advantage. This one is worth considering.

Two-weaponing a mirror and an artifact weapon could
have interesting consequences:

You bisect the yellow dragon! --more--
The red dragon's flame reflects off your mirror
named "Lefty" and kills the black dragon! --more--
You hit the stone golem with your mirror named
"Lefty" and earn seven years bad luck!

FWIW

xanthian.

Shawn Moore

unread,
Dec 10, 2006, 6:15:35 PM12/10/06
to
Richard Bos wrote:
> "azgor" <nowhere....@spamgourmet.com> wrote:
> > [8]: Change Caveman/Cavewoman to Caveperson. --lament
>
> *Smack* *smack* *smack* Get your politically correct, brainless,
> sourfaced arse out of this game before I whack you another one.
>
> IOW, do this and I delete the game from my hard drive.

Glad to see that you are so devoted to this game. Seriously, why such a
hostile response? Just a "no thanks" would've sufficed, but now you
look like a goofball.

Shawn M Moore

Ohle Claussen

unread,
Dec 11, 2006, 3:30:19 AM12/11/06
to
On 2006-12-08, Kent Paul Dolan wrote:
> Mike Kelly wrote:
>
>> Perhaps I should rephrase my suggestion to
>> "Digging downwards should destroy any Engraving on
>> the current square as soon as it starts".
>
> I don't see a logical reason that it should be
> destroyed _at all_ for a mere pit. We already know
> based on messages from crawling to the edge of pits
> that the pit doesn't occupy the whole grid square,
> so there's lots of room for some puny message. But
> when you've dug a _hole_, well, holes don't seem to
> have edges,

So, what are you standing on after "you escape a hole"?

--
Ohle Claussen | GPG-Key-ID E7149169
----------===========----------
"We've got to end the process-oriented world of public schools."
--dubya

Message has been deleted

Ohle Claussen

unread,
Dec 11, 2006, 3:55:59 AM12/11/06
to

One hint that Rachel probably picked up is that with the Cave(wo)man
distinction NH already has, it's actually more politically correct than the
proposed "person" workaround. Mind you, I have seen some deranged PC
zealots who would mindlessly object even such a "genderism", so your doubt
is shared.

--
Ohle Claussen | GPG-Key-ID E7149169
----------===========----------

BOFH Excuse #321:
Scheduled global CPU outage

Kent Paul Dolan

unread,
Dec 11, 2006, 4:07:51 AM12/11/06
to
Ohle Claussen wrote:
> Kent Paul Dolan wrote:

>> But when you've dug a _hole_, well, holes don't
>> seem to have edges,

> So, what are you standing on after "you escape a
> hole"?

Ah, good point, I forgot that event. So, even when
you dig clear through, there should be some chance
the engraving remains on a "lip" of the hole.
Probably this chance should be based on a mix of
your dexterity (to miss hitting it when you dig or
zap), how many times you dig, and the available
light.

xanthian.

I just got crunched in a nice game [co-aligned altar
two steps from the entrance to Mines] where I forgot
that the teleport wand I was using desperately to
zap monsters away as fast as they came back to
fainting me would would better have been used to zap
_me_ away. Sigh. Tunnel vision kills another
promising character.

[I'd found a bones pile with cursed silver dragon
scale mail, and managed to uncurse and wear it, but
was killed by minor monsters because I was both
fainting and hadn't met my prayer timeout since I
recently prayed the water blue.]

I just found a new reason to abandon the protection
racket: mad priest syndrome. Sigh. I'd reached Mines
Town with XP:1/19 (had to nail a floating eye that
put my only pet to sleep twice) and 4000+ zorkmids,
too.

In Mines Town, the priest was walking the corridors
instead of tending the altar (and beat the spit out
of me when I tried to #chat), and was a priest of
Athena, but the altar was an altar of Hermes.

I think I just caught some general purpose ill-will,
it wasn't my ghost down there, but I'm betting it
was the priest that laid that ghost down, nothing
else around was angry enough or big enough to lunch
a character that well dressed.

I managed to get killed on DLVL3, two steps from the
altar there (thus the tunnel vision), though, so
that nice armor went missing.

BTW, for me at least, Hearse hasn't been responding
for about six hours now. (2 AM Monday, PST)

Rachel Elizabeth Dillon

unread,
Dec 11, 2006, 8:07:49 AM12/11/06
to
On 2006-12-11, Ohle Claussen <clau...@dpi.physik.uni-goettingen.de> wrote:
> On 2006-12-09, Richard Bos wrote:
>> Rachel Elizabeth Dillon <r...@yiff.mit.edu> wrote:
>>
>>> On 2006-12-08, Richard Bos <ral...@xs4all.nl> wrote:
>>> > "azgor" <nowhere....@spamgourmet.com> wrote:
>>> >> [8]: Change Caveman/Cavewoman to Caveperson. --lament
>>> >
>>> > *Smack* *smack* *smack* Get your politically correct, brainless,
>>> > sourfaced arse out of this game before I whack you another one.
>>> >
>>> > IOW, do this and I delete the game from my hard drive.
>>>
>>> If it makes you feel any better, I _assure_ you that he was being
>>> sarcastic, and probably, in fact, trolling for responses like this one.
>>
>> One would hope so, but the average quality of these lists doesn't make
>> me feel confident.
>
> One hint that Rachel probably picked up is that with the Cave(wo)man
> distinction NH already has, it's actually more politically correct than the
> proposed "person" workaround. Mind you, I have seen some deranged PC
> zealots who would mindlessly object even such a "genderism", so your doubt
> is shared.

Well, I have out of band knowledge in the form of the sexist jokes I
endure from lament on a daily basis :) I actually wonder if the point
of this "YANI" was to get _my_ goat, and the fact that it missed and
hit a bunch of other people instead is really funny...

But yes, I agree that having "Caveman" and "Cavewoman" distinctions is
probably the most politically correct thing to do. It's also reasonable,
for one thing because (unlike "Caveperson") it doesn't sound ridiculous.

-r.

(There may be people who object to the "Cave(wo)man" implication that
there are two genders, but such a discussion is outside the scope of
NetHack and hopefully outside the scope of this group :)

Flavio Cardone (wafna)

unread,
Dec 11, 2006, 11:36:01 AM12/11/06
to
On Mon, 11 Dec 2006 13:07:49 +0000, Rachel Elizabeth Dillon wrote:

> On 2006-12-11, Ohle Claussen <clau...@dpi.physik.uni-goettingen.de> wrote:
>> On 2006-12-09, Richard Bos wrote:
>>> Rachel Elizabeth Dillon <r...@yiff.mit.edu> wrote:
>>>
>>>> On 2006-12-08, Richard Bos <ral...@xs4all.nl> wrote:
>>>> > "azgor" <nowhere....@spamgourmet.com> wrote:
>>>> >> [8]: Change Caveman/Cavewoman to Caveperson. --lament
>>>> >
>>>> > *Smack* *smack* *smack* Get your politically correct, brainless,
>>>> > sourfaced arse out of this game before I whack you another one.
>>>> >
>>>> > IOW, do this and I delete the game from my hard drive.

(SNIP)

>
> Well, I have out of band knowledge in the form of the sexist jokes I
> endure from lament on a daily basis :) I actually wonder if the point
> of this "YANI" was to get _my_ goat, and the fact that it missed and
> hit a bunch of other people instead is really funny...
>
> But yes, I agree that having "Caveman" and "Cavewoman" distinctions is
> probably the most politically correct thing to do. It's also reasonable,
> for one thing because (unlike "Caveperson") it doesn't sound ridiculous.
>
> -r.
>
> (There may be people who object to the "Cave(wo)man" implication that
> there are two genders, but such a discussion is outside the scope of
> NetHack and hopefully outside the scope of this group :)

Cavewomyn? :-)

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