version 1.16 | | version 1.17 |
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- Add/change door handling - make them more real life - they stick around, | | - Add/change door handling - make them more real life - they stick around, |
can be opened, closed, different keys for different doors, etc. This | | can be opened, closed, different keys for different doors, etc. This |
sort of mimics the gate behaviour, except keys may need to open them, etc. | | sort of mimics the gate behaviour, except keys may need to open them, etc. |
| | |
- Added armor quality, with armor being damaged as it is used. Add repair | | - Added armor quality, with armor being damaged as it is used. Add repair |
shops to go with this. Uncertain if people really like this idea or not | | shops to go with this. Uncertain if people really like this idea or not |
| | Further notes from mailing list: |
| | Item has current quality rating - different items have different max |
| | ratings - magic would increase its rating. ITem operates normally |
| | when it has 50%+ of its quality. At less than 50%, item loses |
| | functionality in a limited fashion (eg, multiply quality percentage |
| | by two to determine effective abilities in terms of percentage.) |
| | Item max qualities should be in the same range for most all items, so |
| | that powerful items given to low level characters get dinged up just |
| | as fast as their normal items. |
| | Diminished effects would be handled in fix player. |
| | Cost to repair based on how damage item is (100 = half cost, |
| | 0 = full cost). Items can be repaired on pro-rated basis. Repair |
| | anvils would need to get added. |
| | Items are damaged based on how much damage player takes - more |
| | damaging attacks have higher chance to do item damage. Amount of |
| | damage done to items might depend somewhat on damage done to player. |
| | Acid attacks would be changed to use this same code - they just |
| | always damage items at a much higher rate. Different ideas is that |
| | chance of item damage is fixed, but amount done is based on damage |
| | sustained. Other idea is that chance of damage is based on |
| | real damage (percent, square root, other adjustments, perhaps |
| | ignoring low values), but damage is somewhat constant. |
| | Should probably be tunables in settings to determine amount of damage |
| | done to item, and how often item is damaged. |
| | |
- Change players draining exp from others. Currently, there are problems | | - Change players draining exp from others. Currently, there are problems |
in that it not adjusted based on levels, so there are various abuses | | in that it not adjusted based on levels, so there are various abuses |
draining from low level characters. Also, generally it is not possibled | | draining from low level characters. Also, generally it is not possibled |