Some random ideas I had during my recent playthrough. I like to think they're pretty tangential and don't interact with anything, but I'm aware that programming roguelikes is harder than it seems.
1. An ironman option: your equipment slowly degrades through regular use. The idea here is to force you to find new equipment more often. A simple implementation of this would be something like: when a monster hits you, 1 in 200 times it becomes a hit to disenchant.
2. If you lose an artifact by selling/giving it to a shopkeeper, rather than by abandoning it in the dungeon, then it's not lost and can be found again. The idea, of course, is that another brave adventurer bought it, took it back to the dungeon and met with one of those occasional misfortunes that keep Angband exciting.
3. A visual effect for confusion (like hallucination and blindness have visual effects). The effect would be: whenever @ moves in the wrong direction due to confusion, the map is completely redrawn in the wrong orientation. So that @ moved in the right direction with respect to the screen, yet the wrong direction with respect to the dungeon.
1. An ironman option: your equipment slowly degrades through regular use. The idea here is to force you to find new equipment more often. A simple implementation of this would be something like: when a monster hits you, 1 in 200 times it becomes a hit to disenchant.
2. If you lose an artifact by selling/giving it to a shopkeeper, rather than by abandoning it in the dungeon, then it's not lost and can be found again. The idea, of course, is that another brave adventurer bought it, took it back to the dungeon and met with one of those occasional misfortunes that keep Angband exciting.
3. A visual effect for confusion (like hallucination and blindness have visual effects). The effect would be: whenever @ moves in the wrong direction due to confusion, the map is completely redrawn in the wrong orientation. So that @ moved in the right direction with respect to the screen, yet the wrong direction with respect to the dungeon.
Comment