k21971 / EvilHack

A variant of NetHack that is designed to be a much more challenging experience than the original, drawing inspiration and content from various existing variants along with adding unique and never-before-seen custom content.
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New artifact suggestion: Glory of Armok #128

Closed saltwaterterrapin closed 1 year ago

saltwaterterrapin commented 1 year ago

A while back I thought it would be neat to have something use extrinsic withering. Et voilà! I've no idea if new artifacts are being considered, but here we are.

The Glory of Armok is a chaotic, intelligent, stone dwarvish mattock. It grants extrinsic withering and sickness resistance on wield. In order to prevent yourself from withering away, you must attack enemies---Armok craves blood! The Glory of Armok does double damage to living (well, non-nonliving) enemies, as well as making them wither for a few turns. Whenever you hit a susceptible enemy, you gain protection from withering for a number of turns proportional to the damage dealt.

Armok hates elves, of course: the Glory of Armok grants warning and 10% instakill chance vs. elves and drow.

In order to make the extrinsic withering an actual threat, Glory of Armok autocurses and sets itself to +0 when wielded. Each time an enemy is killed, it gains +1 enchantment up to +7, at which point it uncurses. Other sources of uncursing will also work. Hitting yourself in the face when it's cursed can actually be helpful, amusingly---it prevents more damage via withering than it deals, plus you can regenerate in that time period where withering is blocked. Provided the hit doesn't kill you, of course!

The exact numbers, especially the amount of BWithering you get per hit, are largely arbitrary and probably need balancing.

Implementation notes: BWithering now uses TIMEOUT bits. This would be a problem if any equipment granted BWithering, but it doesn't at the moment. You could already get FROMFORM BWithering so it was acting like an intrinsic anyway.

Added a resists_wither macro, and dropped the vampshifter exception. It was weird and barely mattered. I considered using is_fleshy as a comment suggested---blobs and jellies don't matter for powerful characters. But, mummies, zombies, and vamps are all fleshy, which felt like it gave too much advantage to the late-game player (plus mummies being vulnerable felt odd). So, currently all and only nonliving monsters resist withering.

Autodig now checks for artifact blast. It won't quite work if a grasp-evading digging artifact is ever created, but currently none exist. While on the topic, it's weird that applying a digging artifact ignores gloves but wielding one doesn't. I didn't mess with it though.

k21971 commented 1 year ago

Thanks for the work on this! But for right now, I don't think I should be adding anymore artifacts to the game, I feel like I've added too many as it is. Can always re-open this at a later date if necessary.