Difference for ./TODO from version 1.20 to 1.21


version 1.20 version 1.21
Line 55
 
Line 55
   bolt range 6' or the like, in which case it goes 6 spaces before the    bolt range 6' or the like, in which case it goes 6 spaces before the
   lightning actually starts.    lightning actually starts.
   
 - Move exp rewards you get for alchemy from being calculated by the program  
   to being an attribute of the formula.  
   
 - Refine blocking of spaces - instead of 'blocks all or nothing', ability  - Refine blocking of spaces - instead of 'blocks all or nothing', ability
   to block walking but not flying, block swimming (for future expansion    to block walking but not flying, block swimming (for future expansion
   of oceans).  Also, add different LOS blocking for differing conditions -    of oceans).  Also, add different LOS blocking for differing conditions -
Line 106
 
Line 103
 - Change draw_info so that server tells client what type of message it is  - Change draw_info so that server tells client what type of message it is
   instead of the color.  Client can then decide what color to draw it    instead of the color.  Client can then decide what color to draw it
   or other special handling.    or other special handling.
 - Better handling of saved characters on potentially better maps.  The save  
   can either have been caused via disconnection or autosave.  
 - Change code so that objects 'spill over' to other spaces if too many  - Change code so that objects 'spill over' to other spaces if too many
   get piled in one space.    get piled in one space.
 - More/better maps.  Add more quest maps or maps to take advantage of  - More/better maps.  Add more quest maps or maps to take advantage of
Line 124
 
Line 119
   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  - Add 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:     Further notes from mailing list:
   Item has current quality rating -  different items have different max    Item has current quality rating -  different items have different max
Line 163
 
Line 158
     it looses exp?      it looses exp?
 - Fix map loading/saving so it can do it over several ticks for smoother  - Fix map loading/saving so it can do it over several ticks for smoother
   performance (maybe thread it?)    performance (maybe thread it?)
 - Clean up skills table so that the basic skill information is dynamically  
   generated when the program runs, and not compiled in values.  
 - Add adjustments to objects that adjusts chance of skill success.  - Add adjustments to objects that adjusts chance of skill success.
   Eg, objects the player use may adjust the characters effective level in    Eg, objects the player use may adjust the characters effective level in
   using a skill.  Likewise, objects/monsters could have resistances to    using a skill.  Likewise, objects/monsters could have resistances to
   certain skills (eg, skill_resist values).    certain skills (eg, skill_resist values).
 - Clean up party code with respect to experience/skills.  Currently,  
   other party members can get exp in whatever they want and let another  
   party member do the killing.  
   
 - With above, a general cleanup of skill experience for the player needs to  
   be redone - there are too many ways where players can shuffle exp into  
   the skill they want.  The problem is really the spells since the player  
   can change exp category after the spell has been cast.  But I could also  
   see problems with pet monsters and the like.  Probably some extra  
   field for spell effects which mark which spell category they are from  
   needs to be added.  
   
 - Delete oldest swapped map in case the TMPDIR disk fills up while  - Delete oldest swapped map in case the TMPDIR disk fills up while
   swapping out a map.  To do this, detection of error on save would need    swapping out a map.  To do this, detection of error on save would need
Line 204
 
Line 186
   affect things).  To do this, a terrain type value probably needs to be added,    affect things).  To do this, a terrain type value probably needs to be added,
   and this acts a bitmask.  Thus, transports compare bitmasks to see if    and this acts a bitmask.  Thus, transports compare bitmasks to see if
   travel through that is allowed.    travel through that is allowed.
 - Make an object type/subtype setup.  Thus, the object type might be a  
   monsters, with a subtype as grimreaper.  Or type equipment, with subtypes  
   of armor, weapon, boots, etc. This probably would clean up things a bit,  
   and make more logical sense.  However, this is a major change and would  
   require a bit of work.  
   Probably instead of making a type/subtype, just make sure that no objects  
   re-use fields in non intuitive fashion - instead, add enough fields  
   to the object structure that object of a specific type uses it appropriately.  
   This increases memory footprint, but that probably isn't much an issue now.  
 - Change identification handling.  Possible idea is to have different levels  - Change identification handling.  Possible idea is to have different levels
   of identification, with low level only showing basic information, and high    of identification, with low level only showing basic information, and high
   level showing full detail.  Skill identification should basically use this,    level showing full detail.  Skill identification should basically use this,
Line 280
 
Line 254
   is probably good enough - one could make individual sound information    is probably good enough - one could make individual sound information
   sequences for the individual parts if those were needed.    sequences for the individual parts if those were needed.
   
   - Make the elevation of terrain adjust line of sight.  If on the tallest
     mountain, you would be able to see over neighboring mountains and not
     get your view blocked.
   
 Secondary features:  Secondary features:
   
 These are more features (low priority at that) to be added.  Some of these  These are more features (low priority at that) to be added.  Some of these


Legend:
line(s) removed in v.1.20 
line(s) changed
 line(s) added in v.1.21

File made using version 1.98 of cvs2html by leaf at 2011-07-21 16:53