From mike%research.cs.mcgill@musocs.cs.mcgill.ca Thu Aug 20 15:33:11 1987 Received: from musocs.cs.mcgill (musocs) by larry.mcrcim.mcgill.ca (5.51) id AA18537; Thu, 20 Aug 87 15:33:03 EDT Received: from research.cs.mcgill (research) by musocs.cs.mcgill id AA10849; Thu, 20 Aug 87 15:35:56 EDT Received: by research.cs.mcgill id AA07910; Thu, 20 Aug 87 15:33:37 EDT Date: Thu, 20 Aug 87 15:33:37 EDT From: Michael Houle Message-Id: <8708201933.AA07910@research.cs.mcgill> To: mouse@larry.mcrcim.mcgill.ca Status: R Vootie! Here are some more ideas for Heck: --> Have the one and only gate in the dungeon proper on the kth level. Start distributing crucial items on the (k+1)th level. This way, the unwary adventurer will take the gate too soon. The experienced adventurer will go down as many levels as is required to accumulate the items he needs to negotiate the Planes. --> Have items wander in the Plane of Air. Each turn, items move one square in some random direction. Since there is no ground, all items are assumed to be floating in air. Thusly, a ring of flying is needed to avoid being helplessly blown about. Perhaps this level should be one open room with wraparound and limited visibility. If you want to get really fancy, have large clouds where visibility is limited, and open spaces between with unlimited visibility. Naturally, even the elementals would have visibility problems in clouds. --> Have items drift in the Plane of Water. Each turn, items have a chance of moving in some random direction. --> Let the planes have a straight-forward effect on magic. For example, fire should not be able to be produced in the Plane of Water. --> Get rid of crysknives. The special swords should be the most effective weapons. --> Certain gems could be magic as in the D&D periapt. They would only have to be in one's inventory to have an effect. Cursed gems could be dropped (it will be very difficult to identify them). Some ideas: Gem of Foul Rotting after a time, an arm falls off (without warning), and hit points and strength points are lost. If the gem is not discarded, more limbs are lost (other arm, leg, leg) until the victim is left a quadriplegic. A ring of regeneration will grow limbs back. (You have to have an arm left!) The ring will not prevent rotting if the gem is still on one's person, but the ring protects the arm of the hand wearing it. Perhaps a potion of extra-healing will work as well. Gem of Poison Resistance Gem of Disease Resistance In fact, one can have gems of much the same powers as rings. Just make them rare and indistinguishable upon sight from normal gems. --Mike Path: mcgill-vision!musocs!micomvax!philabs!prls!pyramid!oliveb!felix!trwrb!scgvaxd!stb!tracer From: tracer@stb.UUCP (Jeff Boeing) Newsgroups: rec.games.hack Subject: stnaoehu Message-ID: <43@stb.UUCP> Date: 18 Aug 87 23:08:30 GMT Article-I.D.: stb.43 Posted: Tue Aug 18 19:08:30 1987 Reply-To: tracer@stb.UUCP (Jeff Boeing) Distribution: world Organization: STB BBS, La, Ca, USA, 90402, (213) 459-7231 Lines: 40 "permanent haste" in Rogue?! Really!? Please tell me about this! I MUST know how to give this power to Down-O-Mattock!!! (Seriously, Bill C., it would shorten a 20-year excursion into a 2-year excursion!) Getting back to Rogue's sequel: There are a lot of people out there, myself included, pining for pile after pile of added complexity in NetHack. When somebody decided to impliment Elves and Valkyries (thanks to Gauntlet), the idea of Character Races struck everyone as a jolly good addition. When the game became capable of casting real spells (not just ^T teleport), all the ideas from both S-Rogue and B-Rogue spell implementations flooded back into my brain, from having spells duplicate scrolls all the way out to "blank scrolls" of various spell levels that could be re-used with a "scroll of write." When Keystone Kops became implemented, and cream pies abounded, someone came up with the wonderful suggestion of ketchup ("because you can eat anything with enough ketchup"!). And now Infravision (lets you see non-undead monsters in the room with you), Ultravision (lets you see all rooms as though lit), Limited Ultravision (lets you see two spaces instead of one), Cursed Potions of Change Race, Copper-Bronze-Silver-Electrum-Gold-Platinum-Mithril pieces monetary systems, money changers, lycanthropy, other characteristics besides Strength, ropes (which must, thanks to D&D, all be 50 feet long), Bracers of Defense, different sized hit dice for different character classes, varying degrees of magic/ weaponry aptitude for various character classes, armor class bonuses for Dexterity or monk-training, hand grenades, potions of etherealness, cubes of force, having each monster letter (a-z, A-Z) represent something DIFFERENT depending on how deep you are (like in S-Rogue) (i.e. A could be a giant ant above level 20, asmodeus below that), and every other D&D-based or interest- based permutation has been suggested for implementation. Including some things (such as weapons proficiency and having-items-at-the-ready) that are more disadvantageous than they are advantageous to the player. What we REALLY need is, besides just NetHack (which is designed to be able to fit in modest 512K systems), is a game called "Huge Hack," which takes up about as much space as Unix when fully implemented (about 8 Megabytes). It would be Huge, to say the least, but I don't believe it would be all that slow. And yes, I'm STILL interested as hell in hearing about how you got "Permanent Haste Self" in Rogue! PLEASE please please please tell me how you did it!!!