Welcome to GameHourz.com!
FAQFAQ      ProfileProfile    Private MessagesPrivate Messages   Log inLog in

YANI: Cursed magic whistles, and starting with them

 
   Game Forums (Home) -> Roguelike -> Nethack RSS
Next:  what would shipping class be for a pin? SHIPPING ..  
Author Message
Hogulus

External


Since: Oct 28, 2006
Posts: 2



(Msg. 1) Posted: Sat Oct 28, 2006 1:14 pm
Post subject: YANI: Cursed magic whistles, and starting with them
Archived from groups: rec>games>roguelike>nethack (more info?)

Basically, I think it'd be cool if:
-Cursed magic whistles work like regular magic whistles, but only if
you're standing on a staircase, next to a hole, or next to a known
trapdoor.
-All players start with cursed magic whistles. (Unless they already
start with uncursed magic whistles, of course, but I don't think any
do.)

The thing is, it's really annoying having to stand on the staircase
down and wait for your pet to come, or if it won't come, search all the
rooms and find out that it's picking a dagger up and dropping it, over
and over again. Making cursed magic whistles work like this and giving
everyone one would eliminate this annoyance while not giving the player
any of the other advantages associated with magic whistles (easier
shoplifting, calling your pet over when you're in trouble, etc).

 >> Stay informed about: YANI: Cursed magic whistles, and starting with them 
Back to top
Login to vote
The Shrewd Dude

External


Since: Apr 12, 2006
Posts: 71



(Msg. 2) Posted: Sat Oct 28, 2006 2:09 pm
Post subject: Re: YANI: Cursed magic whistles, and starting with them [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Hogulus wrote:
> Basically, I think it'd be cool if:
> -Cursed magic whistles work like regular magic whistles, but only if
> you're standing on a staircase, next to a hole, or next to a known
> trapdoor.
> -All players start with cursed magic whistles. (Unless they already
> start with uncursed magic whistles, of course, but I don't think any
> do.)
>
> The thing is, it's really annoying having to stand on the staircase
> down and wait for your pet to come, or if it won't come, search all the
> rooms and find out that it's picking a dagger up and dropping it, over
> and over again. Making cursed magic whistles work like this and giving
> everyone one would eliminate this annoyance while not giving the player
> any of the other advantages associated with magic whistles (easier
> shoplifting, calling your pet over when you're in trouble, etc).

SUMMARY:
All players should start with cursed magic whistles.
Cursed magic whistles should let your pets go between levels with you
(almost instantly), but not help you with shoplifting.

ANALYSIS:
Pets are already very powerful, especially when you're starting out.
Magic whistles are thus a very useful item and ought to be slightly
difficult to obtain. It makes sense that your pet should take some time
to come to you, especially if you're about to lead it into a potential
hazardous, unexplored area crawling with monsters.
Also, a priest starts out with four potions of holy water, so would
they have a guaranteed blessed magic whistle? How would it make sense,
roleplay wise, that everyone starts out not only with a magical
whistle, but one that has a curse on it? Is it so hard to wait a few
turns for your pet to come to you? You can type n100s to wait one
hundred turns in sucession. If you really want your pet to
instantaneously go downstairs with you, just patch the game so that
every time you change levels, your pets automatically go with you,
regardless of previous position.
Anyways, magic whistles aren't uncommon; you can generally come across
one before reaching Minetown.

GRADE:
This idea recieves a letter grade of: D-

 >> Stay informed about: YANI: Cursed magic whistles, and starting with them 
Back to top
Login to vote
timrod

External


Since: Aug 26, 2006
Posts: 11



(Msg. 3) Posted: Sat Oct 28, 2006 5:18 pm
Post subject: Re: YANI: Cursed magic whistles, and starting with them [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Better idea would be having pets follow you more closely if you have
food they like in your inventory, and a tripe ration as a starting item.
 >> Stay informed about: YANI: Cursed magic whistles, and starting with them 
Back to top
Login to vote
Hogulus

External


Since: Oct 28, 2006
Posts: 2



(Msg. 4) Posted: Sat Oct 28, 2006 11:48 pm
Post subject: Re: YANI: Cursed magic whistles, and starting with them [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

The Shrewd Dude wrote:
> Hogulus wrote:
> > Basically, I think it'd be cool if:
> > -Cursed magic whistles work like regular magic whistles, but only if
> > you're standing on a staircase, next to a hole, or next to a known
> > trapdoor.
> > -All players start with cursed magic whistles. (Unless they already
> > start with uncursed magic whistles, of course, but I don't think any
> > do.)
> >
> > The thing is, it's really annoying having to stand on the staircase
> > down and wait for your pet to come, or if it won't come, search all the
> > rooms and find out that it's picking a dagger up and dropping it, over
> > and over again. Making cursed magic whistles work like this and giving
> > everyone one would eliminate this annoyance while not giving the player
> > any of the other advantages associated with magic whistles (easier
> > shoplifting, calling your pet over when you're in trouble, etc).
>
> SUMMARY:
> All players should start with cursed magic whistles.
> Cursed magic whistles should let your pets go between levels with you
> (almost instantly), but not help you with shoplifting.
>
> ANALYSIS:
> Pets are already very powerful, especially when you're starting out.
> Magic whistles are thus a very useful item and ought to be slightly
> difficult to obtain. It makes sense that your pet should take some time
> to come to you, especially if you're about to lead it into a potential
> hazardous, unexplored area crawling with monsters.
> Also, a priest starts out with four potions of holy water, so would
> they have a guaranteed blessed magic whistle? How would it make sense,
> roleplay wise, that everyone starts out not only with a magical
> whistle, but one that has a curse on it? Is it so hard to wait a few
> turns for your pet to come to you? You can type n100s to wait one
> hundred turns in sucession. If you really want your pet to
> instantaneously go downstairs with you, just patch the game so that
> every time you change levels, your pets automatically go with you,
> regardless of previous position.
> Anyways, magic whistles aren't uncommon; you can generally come across
> one before reaching Minetown.
>
> GRADE:
> This idea recieves a letter grade of: D-

You've got some good points... How about, instead:

-Everyone starts with either an uncursed tin whistle, or an uncursed
leash. (This makes thematic sense - if you're going to bring your pet
to the DoD, you might as well bring some way to keep it with you).

-When you are standing on a staircase / next to (and / or over if
flying, levitating, or otherwise suspended in the air) a pit or known
trapdoor, and use a tin whistle...

*Blessed tin whistles: "You hear a pleasant reverberation from the
[hole / trap door / stairwell]." Any and all tame pets (which can both
hear and move) on the level start moving at their normal speed toward
the spot where you blew the whistle, unless a: they see you(or, if
nonseeing, be right next to you) before then, b: they are attacked by
another monster, which they'll then fight, or c: they can't get to you
without crossing a trap which would harm them. (Dogs will cross rust
traps, iron golems won't.) Pets that teleport nonrandomly will
immediately appear right next to you - tengus will, water nymphs won't.

*Uncursed tin whistles: "The whistle's sound echoes out from the [hole
/ trap door / stairwell]!" See above, with a chance of similarly
calling hostile monsters (waking them up if sleeping) that are less
than x tiles from your current location, where x is some value that
would be balanced (which I'm not sure of), including the handling of
teleporting monsters.

*Cursed tin whistles: "An ear-splitting shriek pierces the air!" See
above, only reversed - tame monsters less than x tiles away have a
chance of being called, and it effectively casts aggravate monster on
you. Has a slight chance of creating a hostile monster, like a
shrieker.

Basically, the player still can't instantly summon his/her (non-tengu)
pet (or, for priests, start with a magic whistle to do the same), but
he/she won't wait at the stairwell for a couple hundred turns, go back,
and find out that the pet is running around behind some cursed items a
monster dropped in a hallway. The BCU status of tin whistles actually
matters, and there's a slight risk to using (non-blessed) whistles if
there are dangerous monsters remaining on your level, so it won't
evenhave the effect of getting the pet quicker to your side in an
emergency - just that of minimizing the time spent doing nothing but
sitting on the staircase.
 >> Stay informed about: YANI: Cursed magic whistles, and starting with them 
Back to top
Login to vote
Jove

External


Since: Jun 15, 2005
Posts: 598



(Msg. 5) Posted: Sun Oct 29, 2006 1:56 am
Post subject: Re: YANI: Cursed magic whistles, and starting with them [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 28 Oct 2006 17:18:17 -0700, timrod.RemoveThis@gmail.com wrote:

>Better idea would be having pets follow you more closely if you have
>food they like in your inventory,

Pets already do this. Carnivore treats are tripe rations and
meatballs. Tourists start with 10 to 20 random food items. Healers can
manufacture meatballs from rocks using the spell of stone to flesh.
(Technically I believe meat rings and meat sticks are also carnivore
treats. For desperate Healers only, I would think.)

Herbivore treats are apples and carrots. Healers start with apples.
Knights start with apples and carrots. Monks start with apples.
Tourists start with 10 to 20 random food items. (The Stupid Pet Trick
can be used to keep herbivore pets from starving.)


> and a tripe ration as a starting item.

Healers can


--
Welcome to NetHack. | I take what I'm given.
| You exploit the game.
All the best, | He's an abusive cheater.
Jove (Joe Bednorz)
 >> Stay informed about: YANI: Cursed magic whistles, and starting with them 
Back to top
Login to vote
David Justiss

External


Since: Feb 24, 2005
Posts: 46



(Msg. 6) Posted: Sun Oct 29, 2006 5:52 am
Post subject: Re: YANI: Cursed magic whistles, and starting with them [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Jove" <invalid DeleteThis @invalid.invalid> wrote in message
news:mla8k2tk2fguh749rhguqaffiggtaoh03i@4ax.com

> On 28 Oct 2006 17:18:17 -0700, timrod DeleteThis @gmail.com wrote:
>
> >Better idea would be having pets follow you more closely if you have
> >food they like in your inventory,
>
> Pets already do this. Carnivore treats are tripe rations and
> meatballs. Tourists start with 10 to 20 random food items. Healers can
> manufacture meatballs from rocks using the spell of stone to flesh.

The only problem with this is that healers are made for the protection
run, and it is very important to keep your pet near you on the
protection run, but healers cannot cast stone to flesh until they
gain a level or two, (unless they happen to find some gain energy
potions or get extremely lucky with newt corpses) and of course
you're supposed to try not to gain levels on the protection run.
It would be nice to start with a tripe ration or a whistle
(magic whistle would be to powerful to start with but even a tin
whistle would help).

hmm..

YANI: instead of the spell, healers start with new item:
wand of stone to flesh so they could use stone to flesh before
gaining any levels. (very useful at the beginning, but would be
balanced by limited uses (until he finds the spellbook).)


DavidJ choked on a large kobold corpse


--
Posted via Mailgate.ORG Server - http://www.Mailgate.ORG
 >> Stay informed about: YANI: Cursed magic whistles, and starting with them 
Back to top
Login to vote
Jukka Lahtinen

External


Since: Jul 21, 2006
Posts: 87



(Msg. 7) Posted: Sun Oct 29, 2006 8:56 am
Post subject: Re: YANI: Cursed magic whistles, and starting with them [Login to view extended thread Info.]
Imported from groups: per prev. post (more info?)

Back to top
Login to vote
Display posts from previous:   
Related Topics:
YANI: Allow monsters to use magic whistle - In the vein of L's recent "monsters using rings" patch, how about a patch to allow monsters to use magic whistles? Now obviously monsters don't have pets, but you could have either a) any hostile monster using a magic whistle will summon all o...

At least find out if the scroll is cursed first. - This is a scroll of genocide! What would you like to genocide? (Oh, cool. Let's get the MMFs out of the way.) master mind flayers Sent in some master mind flayers.....

How do I know if a wight cursed something of mine? - "Barrow wight points at you, then curses" Does that mean something in my inventory that was not cursed before, now is?

polypiling cursed items - I found a bones level and got a bundle of ='s and /'s and +'s and !'s and of course, they are all cursed. A nymph donated an uncursed wand of polymorph (it was pretty funny, it zapped itself into an orc zombie, one hit to take it down). So now I am..

Great new use for cursed junk - My kitty just did in a mummy in Sobokan and 'reluctantly' stepped over the wrapping. I just dropped it at the edge of the entrance to the trap hall. Now Fluffy, Rover, and Old Paint don't sneak in front of the boulder!
   Game Forums (Home) -> Roguelike -> Nethack All times are: Ekaterinburg, Islamabad, Karachi, Tashkent (change)
Page 1 of 1

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum



[ Contact us | Terms of Service/Privacy Policy ]