Acidic Dissolution Expansion
A little bit about how things currently are:
Acid damage is split into two halves. Those are "Acid Impact" and "Acid Splash". Acid Impact is resisted by rCorr and AC; while acid splash is resisted by rCorr and the number of equipment slots you have filled (most notably cloaks, which block more than half the damage) and Level 3 of the Fur Mutation, while ignoring AC completely. Player acid is a rare effect, randomly coming from the rod of clouds and Makhleb invocations. More solidly appearing with Acidic Bite (Jiyva) and Oklob Plants (Fedhas). All enemy acid attacks are limited to acid branded melee, acidic flesh (retaliatory hit, similar to Minotaur headbutt; higher chance of corroding weapons than any other acid source) and Acid Spit (Bolt spell used by Acid Blobs, Oklobs and Yellow Draconians.) Though multiple ticks of rAcid are implemented; monster is currently completely irrelevant (any + is completely immune and only Yellow Draconians, Oklobs and the J genus have the intrinsic (+, +++ and +++ respectively)) and player is seldom used rCorr provides one tick, Yellow draconian-ness also adds a tick, those ticks stack well, but the portion of players that would have both is tiny.
Changes Summary:
- Both enemy and player rAcid become more used.
- Enemy Acid attacks become more common outside of Slime.
- Player acid attacks become more common.
Full Text:
New Base:
- Acid Impact and Acid Splash remain two separate hits.
- Acid Splash no longer ignores AC. This made Acid Bolts (Oklob's and Acid Blobs) far too similar to hellfire, in having a 3d9 portion that completely ignored AC.
- Additionally the peculiarity of being blocked by how many pieces of equipment you are wearing will be removed. Mostly because it was opaque and never realized by most players and it made it so Octopodes and Ogres were permanently somewhat weak to Acid Splash not because it was a horrible system.
- In short, it's simplified to two hits; which check AC separately and have a chance to corrode, separately.
Player Resistance:
- rAcid - (any number of ticks): 150% Damage [Gargoyle start with rAcid-, Statue Form and Lich Form apply rAcid- temporarily.]
- rAcid (0): 100% Damage, default for most races.
- rAcid + : 70% Damage (Yellow Draconians)
- rAcid ++ : 45% Damage
- rAcid +++: 20% Damage
Enemy Resistance:
- rAcid-- [takes 150% damage]: Creatures made of metal or stones; Golems, Gargoyles, etc.
- rAcid- [takes 125% damage]: Creatures made of exposed bone; Liches, Curse Skulls, Skeletons, etc.
- rAcid (0) [takes 100% damage]: Most natural creatures. (Hydras, Nagas, Spiny Frogs, non-Yellow Draconians etc.) Zombies.
- rAcid+ [takes 75% damage]: Most Demons (Including fiends)*. Insects (Spiders, Scorpions, Fire Crabs, etc.)
- rAcid++ [takes 50% damage]: Yellow Draconians; Slimes; Creatures made of Ice (Simulacra, Ice Statues, etc.)
- rAcid+++ [immune]: Creatures made of Crystal (Crystal Guardians, Wretched Stars, etc.); Insubstantial creatures (Wisps, Revenants, etc.)**; Jellies; Oklobs and other Acidic Creatures.
**Exception: Orbs of Fire only have rAcid+.
Enemy Corrosion:
On acid attacks hitting enemies; there is a chance to corrode the target's BASE ac. That is, the initial defense they spawn in with. This effect is permanent (like HD draining) and is most notable, when using a fast acid-coated weapon to decrease a powerful enemies' defenses in a hurry. Acid impact and acid splash have separate chances to corrode; impact always tries to corrode base AC; splash will corrode base on armourless enemies, but try to corrode the equipment of those using equips. Any successful corrosion to the base drops the AC value by 1d3. Corrosion chance is based on enemy's current AC (more AC, higher chance); HD (more HD, lower chance); and rAcid (higher chance for those weak to acid).
Player Corrosion:
Equipment corrosion is still a permanent; but the chances of it occurring are changed. Additionally, you may receive a (temporary) corroded debuff to your base AC (this is always a -3 on players). You are protected from ever having the debuff by a source of rCorr and protected by your equipment (which will corrode instead); but chance is never 0 without the rCorr intrinsic. Notably, however; where currently anything enchanted to +5 or higher becomes corrosion immune, making it completely non-noticeable to most games, the system is instead changed so that items become more likely to corrode the nicer they are. [Items will still not corrode past -5; new corrosion equation is: (Base Corrosion Chance) x (5+Enchantment Level)/14 x rCorr factor x Special Factors]
- rCorr factor is 1 without the intrinsic and .15 with the intrinsic.
- Corrosion resistant and Acid Coated items always receive .15.
- Blessed weapons additionally receive a .5 without the intrinsic and a .1 with it.
- Special factors include Ozo's Armour, which grants your body armour 0.5x.
- The Shining One's divine shield gives your shield 0.2x
- Zin's Vitalization gives a 0.2x for everything.
New Item Intrinsics:
- Corrosion Resistant. Ego. Provides one level of Acid resistance. Protects itself from corrosion; but no other items. Available on all body armour except hats. Similar drop rate to rF+ and rC+. Corrosion Resistant items will not be eaten off the floor by J's.
- Acid-Coated. Brand. +15% Acid Impact to initial hit; 2d9 Splash damage after the hit. Protects itself from corrosion; but no other items. Acid-Coated Weapons will not be eaten off the floor by J's.
- Additionally rAcid+, rAcid++ and rAcid- will be added to the randArt trait pool. With rAcid- items being commonly cursed.
New Spells:
For now; I'm talking about only one player acid spell; but I will spell out the items that make the spellschool unique as if it grew to be a more common effect.
Acid Spell School Common Traits:
- Acid spells cannot be aimed near the user. That is instead of a circle around the user; acid conjuration targeting looks like a donut.
- Acid spells produce temporary acid pools.
- Acid spells do relatively low direct damage, but try to strip away the targets defenses wholesale; doing the bulk of their special damage to AC; through other spells may remove other defenses.
- For now Acid spells are high level Poison spells; but I am also open to it being part of the transmutation school.
- Acid conjurations always have an 'impact' and a 'splash' portion to their damage.
Bolt of Vitriol - Player Version - (Conjurations/Poison - 7)
- 2d(6+Spellpower/8): Impact
- 3d(2 + Spellpower/ 20): Splash
- Range 5-3. [At 100 spellpower it can only be aimed 5 spaces away and no closer; by 150 it expands in ward to a 3-5 space donut shape.]
- Single Target/AoE.
- Effect Hits a single target. (Cannot be a .) with impact and splash portions of the damage. 4-6 spaces around the original target receive splash damage. If a (.) receives a splash or any target hit dies an acid pool is spawned (always); otherwise a 25% chance of spawning a pool. If a wall is hit, it's temporarily turned into a slime wall. Always lowers the AC of targets hit, by Spellpoer/10%; with additional chances for normal corrosion.
Bolt of Vitriol - Enemy Version - (Conjurations/Poison - 7)
- 2d(4+HD): Impact
- 3d(2 + HD/4): Splash
- Range: 3-6.
- Single Target.
- Effect: Hits the player (or allied target) for both halves of the damage. All adjacent spaces take splash damage. 50% chance to spawn an acid pool on all spaces hit with a creature in them. 100% chance to spawn a pool on the ground. Never spawns a pool under the player, when the player is the primary target. Allies get chance to get temporarily corroded based on their HD vs the enemies.
Throw Acid - Enemy-only Spell - [Serves as a weaker 'B.Vitriol'] (Conjurations/Poison -3)
- 2d(2+HD/2): Impact
- 1d(2 + HD/2): Splash
- Range: 4-8.
- Single Target.
- Effect: Hits the player (or allied target) for both halves of the damage. 5 random adjacent squares take splash damage. 25% chance to spawn an acid pool on all spaces hit with a creature in them. 100% chance to spawn a pool on the ground. Never spawns a pool under the player, when the player is the primary target.
Acid Rain - Enemy-only Spell - (Conjurations/Poison/Air - 6)
- AoE/Cloud
- Spawns rain clouds which create Acid Pools after 5-20 aut. Used with similar AI to the Freezing Cloud spell on higher-leveled mages.
New Terrain Feature:
Acid Pool:
- For now, I'm not recommending placing this in the general spawning for anywhere; except, perhaps vaults (not the branch).
- Spawned by acid spells, with a duration, variable with spellpower. Say 35-100 aut.
- Acid pools have similar effects to shallow water; though the effects are more severe (even slower and higher fumble chance).
- They may corrode enemy's base AC every turn.
- Players in them may suffer the corrosion debuff.
- Direct damage from Acid Pools is negated by any level of rAcid; and is only d9 (for player and enemy).
- Acid pools do not corrode equipment.
- Animal intelligence and higher creatures without rAcid+ will avoid it with similar disdain to Poison Clouds.
- Those with rAcid avoid it with similar disdain to Mephritic Clouds.
- Flying creatures and players can avoid all effects.
- Swimming creatures do not avoid anything.
- Does not trigger Merfolk to change.
New Enemies:
Caustic Dragons (D) will appear in Vaults, Depths and Zot. Similar spawn frequency to Storm Dragons. For now, they do not have a hide drop; if/when they do the armour stats would be {11AC, 22ER, 90 aum, rCorr}.
Trench Ants and all their subspecies will have an encompass vault, with a high chance of appearing in Spider or Depths. The stronger variants will also appear roaming in both those areas, as well as the Vaults. Bands, lead by a queen may appear in the depths. Full List by HD.
Scout ants are fast, but fragile and also somewhat non-aggressive. They are batty; they try to get sentinel's mark on you and they self-enchant with fear if they drop below 50% HP.
Basic Trench Ant is a little slower than you, but burrows like a boring beetle making it difficult to 'just run' from.
- Code:
trench ant queen (a) | Spd: 9 | HD: 21 | HP: 94-135 | AC/EV: 18/6 | Dam: 40(strong poison:77-136), 12 (acid) | fly, !sil, doors, spellcaster, see invisible | Res: magic(140), acid+++ | Vul: poison | Chunks: poison | XP: ~4827 | Sp: sum.Ants, haste other, heal other (2d10), b.vitriol (2d25 + 3d7) | Sz: Large | Int: insect
Caustic Destroyers can spawn in the vestibule and throughout hell, but are more common in the Abyss and Pan (especially Mnoleg's Domain). They are the powerful acidic demons, which hound you throughout extended. Note: I considered changing Cacodemons to have b.Vitriol instead of b.Energy before introducing this; but I thought that making the worst mutagenic threat an acid threat, as well, might be too cruel. It's still a very similar demon, though it is faster and more fragile...and tries to trample you into acid pits.
- Code:
Caustic Destroyer (2) | Spd: 13 | HD: 14 | HP: 68-105 | AC/EV: 13/7 | Dam: 40 (acid), 8 (Trample) | demonic, doors, see invisible, lev, regen, eats items, !sil | Res: magic(168), fire, cold, poison, rot, acid+++, neg+++, torm | Vul: holy++, silver | XP: 2395 | Sp: b.vitriol (2d18 + 3d5), Acid Rain, confuse, blink | Sz: Large | Int: high.
Changes to Things Already in the Game:
- Enchant {foo} Scrolls no longer have a failure chance. As keeping things at high levels is now balanced against corrosion, instead of against randomly failing scrolls.
- Holy Wrath weapons protect themselves from corrosion, somewhat.
- Ozocubu's Armour Spell and god powers can partially protect against corrosion.
- Currently Slime-Pit-Exclusive enemies are brought into the depths and vaults in higher numbers. If this is too much of a Jiyva boost; his neutrality on random slimes may have a chance of failing outside of Slime.
- Death Ooze switches to having both rot and corrosion portions to its attacks and will be found in the Crypt, with similar spawn frequency to Ghouls.
- More powerful wizard enemies will have acid spells added to their possible spell pools. (Ogre Mage, Tengu Reaver, Lich, Wizard, Ancient Lich, Deep Elf Conjurer and Deep Elf Annihilator will be affected).
- Summon Mushrooms (Curse Toe's Signature Spell) may call Death Ooze as well. Elevating their threat level significantly.
- Oklob Saplings will make a return to the early dungeon.
There is probably something I didn't think of; but...there's the bulk of it. Thanks for reading.