On 30.09.2022 09:32, jerk-o wrote:
> On Thu, 29 Sep 2022 18:16:30 -0700 (PDT), Pat Rankin <r.pat....@gmail.com
>> [...] roaming orc marauders who carry some
>> items that would have been in the shops or held by the shopkeepers
>> or priest for the other variations of the town.
> Are there any plans on "expanding" the Roaming Orc Marauder idea? One possible
> idea: Once you get the amulet, add in several different items pools so that any
> random monsters that spawn on the way back up get extra items that make them
> more !!FUN!! to come across.
The variant Slashem, actually, addresses that. Not additional items
carried by monsters, primarily (that also exist though), but midgame
(dlvl: 19..26) random "storage rooms" may appear in the dungeon[*];
that's basically just a chest with a handful of useful items and an
unsettling engraving (like "Property of the Wizard") beneath.
(In Slashem there's of course also more items in branches, and the
number of existing items types is significantly enhanced; this also
makes the game-play more interesting. In Nethack and Slashem there's
of course also the morgues with all the chests that contain useful
items. Existing special places include the Castle, the Valley, and
Orcus town, where you can find interesting loot already.)
Though, "once you get the amulet" would IMO not be that interesting
as a trigger; at that point I don't need (and neither collect) items
any more, I have my kit completed and just strive for the Sanctum.
More sources of items in the (early and) mid game might be good for
Specifically more items early game would add to survivability. My
observation is that it doesn't matter what type of items you get,
but any item adds to the options to choose from for your tactics.
Being unlucky and not find any shop - the primary source of items,
especially early game - will not let you develop survival tactics
beyond the "naked" standards (hit or flee). (Slashem, here as well,
has addressed that by some dungeon design changes.)