There's a lot of game mechanic stuff we want to change in 3.3. Hopefully this can form the basis of a design doc. This page only shows tickets tagged for 3.3.0 - to see the full list of tickets under these headings (and perhaps tag one or two more for 3.3 if you're feeling ambitious) go there:

Making game mechanics more interesting

Tickets filed:

Ticket Summary Keywords Status Owner Type Milestone
#39 Bring back player ghosts monster,backport,interesting assigned GabeCunningham change v4
#67 Throwing potions should cause the potions effect on the target magic,interesting new change Future
#156 Review and incorporate Leon's dungeon patch dungeon,backport,interesting reopened change v4
#443 Refresh monster list monster interesting confirmed change v4
#488 Make monster status changes (confuse/sleep/scare) effective and useful magic interesting assigned GabeCunningham change 4.2
#578 Possibly implement a "targetted teleport" feature? magic,interesting new change v4
#580 Cut down dungeon depth dungeon,interesting confirmed change v4
#594 Try and make all stats more relevant to all classes player,interesting confirmed change v4
#600 Improve monster drop functionality items interesting confirmed change Future
#692 A Great Wyrm of Power casting fear should have a different success rate from a novice paladin magic,interesting confirmed change v4
#726 Rationalize damage/effects simultaneously applied combat interesting confirmed magnate change v4
#850 Look at making use-by-ID of consumables even more viable id interesting confirmed change Future
#992 Make multi-breath effects better than single breath effects magic interesting affixes confirmed magnate change v4
#1024 Rebalance classes player,interesting new change v4
#1182 Changes to regen player,patch,interesting new change Future
#1276 Make status effects more interesting player interesting confirmed change Future
#1298 Update races player interesting confirmed d_m change v4

Five categories of change have their own keywords and their own sections on this page: curses, stores, new combat, monster ai and detection.


Some of these will be drawbacks (not removable), and others will be removable. Exactly how is still up for grabs, but could include item-specific quests (kill an x to uncurse, gain x XP to uncurse, etc.).

Tickets related to curses:

Ticket Summary Keywords Status Owner Type Milestone
#485 Add new curses: pval-flipping curse items curses confirmed change Future
#916 Curses: Aggravate should aggravate less items curses confirmed change 4.2

The game of shopping

There is a need to define and clarify what is/should be available to buy from shops, in what quantity and according to what pricing mechanic. There are four options for direction of travel here:

  1. Stick with the current semi-random stocking - essentially means having to implement a "buyout" button.
  1. Move to a different restocking model, using dlev or clev or some other trigger than time.
  1. Move to fixed inventories (i.e. once you have bought 99 !CCW, that's it for the game).
  1. Move to some sort of demand-based pricing (stuff gets dearer the more you buy).

It is possible to choose different solutions for different items - e.g. enchant scrolls could be fixed in quantity, while ammo could restock every few dlevs. Orthogonal to this is the issue of adding some NPP-style store services.

Tickets related to stores:

Ticket Summary Keywords Status Owner Type Milestone
#264 Should be able to identify items in your home stores confirmed change v4
#879 Search the home stores assigned magnate change Future
#1315 Shopkeeps overpay for partial ID'd =Mouse stores id confirmed bug Future

New combat mechanics

As discussed on Ooook, there is quite a lot of support for changes to combat which differentiate more between light and heavy weapons: changing the way +dam works and separating the AC concept into evasion and absorption.

Tickets related to combat changes:

Ticket Summary Keywords Status Owner Type Milestone
#73 Unify line of sight and projection paths combat new change Future
#726 Rationalize damage/effects simultaneously applied combat interesting confirmed magnate change v4
#775 Assess distance of missile weapons and magics combat confirmed change v4
#1118 Use a more accurate distance function combat reopened d_m change Future
#1205 Rework armour penalties combat confirmed magnate change v4
#1233 Replace +blows with -epb items,combat confirmed magnate change v4
#1279 Introduce monster mana monster,ai,combat confirmed change v4
#1436 Distinguish combat bonuses between weapons, launchers and other sources combat new change v4
#1437 Distinguish side effects from damage for monster melee attacks combat,monster new magnate change v4
#1656 Convert archery to the new combat system combat new magnate change v4

Monster AI

The big question is whether any bits of 4GAI should be incorporated. Probably need a useful summary of 4GAI here to aid discussion.

Tickets related to ai:

Ticket Summary Keywords Status Owner Type Milestone
#78 Improve monster behaviour and AI ai new change v4
#300 Remove monster AI options, replace with flag-controlled AI ai confirmed change v4
#574 Enable the good bits of adult_ai_smart without the brokenness ai assigned takkaria change Future
#591 Monster recovery should happen each turn regardless of how far away monsters are from the player monster ai assigned GabeCunningham change v4
#601 Monster AI needs to understand player vulnerabilities ai confirmed change v4
#963 Pathfinding ai new change v4
#1113 Take a look at stealth and monster detection ai confirmed change v4
#1279 Introduce monster mana monster,ai,combat confirmed change v4
#1773 Re-enable some of the old smart spellcasting sometimes ai new change 4.2


There is much debate around reducing the information available to the player, with the aim of making them work harder for stuff and rebuilding the sense of wonder and tension of frog-knows. We have already hidden non-standard damage dice until a weapon is picked up. We could also hide the exact flavour of potions and scrolls which are outside LOS. We could also make object detection fail to reveal items in vaults until @ is inside. Etc. Needs more thinking - we must avoid note-taking at all costs.

Tickets related to detection:

Ticket Summary Keywords Status Owner Type Milestone
#301 Make disturbance options better detection confirmed change Future
#373 Help prevent offscreen deaths detection confirmed change Future
#418 Add timed detections (i.e. non-monster ESP) magic detection confirmed change v4
#509 Make "detect magic" a useful spell magic detection confirmed change v4
#1015 Granular ESP detection items confirmed change v4

Last modified 4 years ago Last modified on 04/27/13 12:06:45