version 1.20 | | version 1.21 |
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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. |
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- Move exp rewards you get for alchemy from being calculated by the program | | |
to being an attribute of the formula. | | |
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- 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 - |
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- 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 |
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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. |
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- 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 |
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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. | | |
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- 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. | | |
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- 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 |
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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, |
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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. |
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| | - 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. |
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Secondary features: | | Secondary features: |
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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 |