Draft:Hovels: Difference between revisions
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{{Version box|version=0.90.4}} | {{Version box|version=0.90.4}} | ||
'''Hovels''' are Rampart's simplest private residences: a dining area and bedroom, weak walls, a possible occupant and two concealed safes. They use a separate interior, like [[Draft:Houses|houses]] and [[Draft:Mansions|mansions]], rather than serving as shops or rented rooms. | '''Hovels''' are Rampart's simplest private residences: a dining area and bedroom, weak walls, a possible occupant and two concealed safes. They use a separate interior, like [[Draft:Houses|houses]] and [[Draft:Mansions|mansions]], rather than serving as shops or rented rooms.<ref name="city-c-assign_city_function">{{Source|city.c|303}} (<code>assign_city_function</code>).</ref><ref name="site2-c-l_hovel">{{Source|site2.c|906}} (<code>l_hovel</code>).</ref> | ||
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== Finding and entering == | == Finding and entering == | ||
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The room layout starts mapped, although the two safes remain hidden until discovered. One possible resident position has a 50% chance to be occupied by a living or undead [[Draft:Historical adventurer|character drawn from game history]]. The resident is hostile, initially asleep at night and awake during the day. | The room layout starts mapped, although the two safes remain hidden until discovered. One possible resident position has a 50% chance to be occupied by a living or undead [[Draft:Historical adventurer|character drawn from game history]]. The resident is hostile, initially asleep at night and awake during the day. | ||
The walls are weak enough to make tunneling practical. Unlike a mansion, the supplied layout has no guard dogs, automatons, floor sirens or portcullises. | The walls are weak enough to make tunneling practical. Unlike a mansion, the supplied layout has no guard dogs, automatons, floor sirens or portcullises.<ref name="site2-c-l_hovel" /><ref name="house-c-load_house">{{Source|house.c|9}} (<code>load_house</code>).</ref><ref name="house-c-make_house_npc">{{Source|house.c|185}} (<code>make_house_npc</code>).</ref> | ||
== Safes and burglary == | == Safes and burglary == | ||
Hovel safes follow the full [[Draft:Houses#Safes|safe-opening rules]], with lower treasure difficulty than those in houses or mansions. A successful opening gives 50 experience and shifts alignment four points toward Chaos, even when empty. | Hovel safes follow the full [[Draft:Houses#Safes|safe-opening rules]], with lower treasure difficulty than those in houses or mansions. A successful opening gives 50 experience and shifts alignment four points toward Chaos, even when empty. | ||
An ordinary siren in a hovel receives no response, but '''a safe alarm can still have you arrested'''. It uses a separate sequence that takes you back to Rampart before prosecution. The apparent poverty of the building is not protection from its safe's alarm, acid or other failure results. | An ordinary siren in a hovel receives no response, but '''a safe alarm can still have you arrested'''. It uses a separate sequence that takes you back to Rampart before prosecution. The apparent poverty of the building is not protection from its safe's alarm, acid or other failure results.<ref name="site2-c-l_safe">{{Source|site2.c|913}} (<code>l_safe</code>).</ref><ref name="trap-c-l_trap_siren">{{Source|trap.c|11}} (<code>l_trap_siren</code>).</ref><ref name="lev-c-difficulty">{{Source|lev.c|470}} (<code>difficulty</code>).</ref> | ||
== Strategy == | == Strategy == | ||
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Use the same approach-strength comparison as for house safes, and leave if the occupant is beyond your abilities. A hovel is not a place to store your own items between visits; use an owned [[Draft:Rampart Arms|condo]] for persistent storage. | Use the same approach-strength comparison as for house safes, and leave if the occupant is beyond your abilities. A hovel is not a place to store your own items between visits; use an owned [[Draft:Rampart Arms|condo]] for persistent storage. | ||
== References == | |||
<references /> | |||
[[Category:Drafts]] | [[Category:Drafts]] | ||
Revision as of 06:58, 9 September 2026
Hovels are Rampart's simplest private residences: a dining area and bedroom, weak walls, a possible occupant and two concealed safes. They use a separate interior, like houses and mansions, rather than serving as shops or rented rooms.[1][2]
Finding and entering
Hovels are one possible assignment for random residential entrances in Rampart. Most residential front doors are locked. Once through the door, accept the entry prompt; the western exit returns you to that same city entrance.
The room layout starts mapped, although the two safes remain hidden until discovered. One possible resident position has a 50% chance to be occupied by a living or undead character drawn from game history. The resident is hostile, initially asleep at night and awake during the day.
The walls are weak enough to make tunneling practical. Unlike a mansion, the supplied layout has no guard dogs, automatons, floor sirens or portcullises.[2][3][4]
Safes and burglary
Hovel safes follow the full safe-opening rules, with lower treasure difficulty than those in houses or mansions. A successful opening gives 50 experience and shifts alignment four points toward Chaos, even when empty.
An ordinary siren in a hovel receives no response, but a safe alarm can still have you arrested. It uses a separate sequence that takes you back to Rampart before prosecution. The apparent poverty of the building is not protection from its safe's alarm, acid or other failure results.[5][6][7]
Strategy
The small interior and weak walls give a prepared burglar fewer obstacles than a mansion. That does not make low-skill safe attempts profitable by default: poor results can destroy equipment, inflict elemental damage or invoke city justice. An undead resident drawn from a successful earlier character can also be far more dangerous than the surroundings suggest.
Use the same approach-strength comparison as for house safes, and leave if the occupant is beyond your abilities. A hovel is not a place to store your own items between visits; use an owned condo for persistent storage.
References
- ↑ city.c in Omega 0.90.4, line 303 (
assign_city_function). - ↑ 2.0 2.1 site2.c in Omega 0.90.4, line 906 (
l_hovel). - ↑ house.c in Omega 0.90.4, line 9 (
load_house). - ↑ house.c in Omega 0.90.4, line 185 (
make_house_npc). - ↑ site2.c in Omega 0.90.4, line 913 (
l_safe). - ↑ trap.c in Omega 0.90.4, line 11 (
l_trap_siren). - ↑ lev.c in Omega 0.90.4, line 470 (
difficulty).