Difference for ./TODO from version 1.3 to 1.4


version 1.3 version 1.4
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   mess where some variables are used for other things than they    mess where some variables are used for other things than they
   were meant to (union won't do either).    were meant to (union won't do either).
   
 - Redo immunity/protection/vulnerable code to have varying levels (maybe  
   -127 to 127).  Have an index table for each value to determine how much  
   damage you would take.  Multiple protection spells increase the index  
   value, and thus increase protection.  Very high protection level (100+)  
   may equate to an immunity.  In order to prevent getting immunities from  
   casting a lot of lower level spells, limit protection to something like 99  
   unless the protection being added is above that (thus, 5 +20 protectin get  
   you to 99, but 1 100 gets you 100.)  To do this would likely mean all the  
   archetypes need to be set up (although immunity could be 100 protection for  
   that attacktype, protection is 20 or something.)  Also, instead of listing  
   protection numbers on items, a verbose listing is probably better (0-10  
   might be minimal protection, 11-20 low protection, 31-40 good protection,  
   etc.)  
   
 - Ability to aim at targets not in the front row.  This should apply for  - Ability to aim at targets not in the front row.  This should apply for
   most range attacks (thus, in a group of orcs, the ones not immediately    most range attacks (thus, in a group of orcs, the ones not immediately
   around the player could still use missile weapons.)    around the player could still use missile weapons.)
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   could be a client issue, but something more would need to be added to     could be a client issue, but something more would need to be added to
   preserve the names accross runs.    preserve the names accross runs.
   
 - Add a line or two in the window which will show some statuses of  
   immunities, confusion, depletion, and other things which might be obvious  
   to the character but are not conveniently displayed for the player.  
   
 - Handle multi space objects more efficiently in saved files.  The current  - Handle multi space objects more efficiently in saved files.  The current
   problem is since multi space objects are saved last in the map, they can    problem is since multi space objects are saved last in the map, they can
   'bury' objects below them (ie, drop a sword on a shop, and when the map    'bury' objects below them (ie, drop a sword on a shop, and when the map
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   building into individual segments - main gain of it being 1 object is    building into individual segments - main gain of it being 1 object is
   that updates to it affect all pieces.    that updates to it affect all pieces.
   
 - Allow more items to be merged (rings mostly).  This involves code  
   changes (need to split the object), archetype changes (nrof=1),  
   and potentially map changes.  
   
 - Ability to transfer a singular item directly from a container to the  
   floor (definately a client issue)  
   
 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
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   without having to rebuild the default images.    without having to rebuild the default images.
   
 ------------------------------------------------------------------------------  ------------------------------------------------------------------------------
  Things that are client issues, or ones that will no longer apply if X11 code   Things that are now client issues:
 is removed from the server:  
   
   - Ability to transfer a singular item directly from a container to the
     floor (definately a client issue)
 - Use X-resources more extensively (colors, etc)  - Use X-resources more extensively (colors, etc)
 - Ability to save keybindings/preferances across characters (either done with  
  X defaults or via client.  Note - client already lets you do this)  
 - When two players using pixmaps enters the game at the same time, the  
   first player will be freezed while the pixmaps are loaded for the second.  
   The other players won't notice anything though, so don't know if this is  
   worth fixing.  (Shouldn't be noticable without debug option - this will not  
   be an issue with the client)  
 - make a client/server system (tcp/ip) - work has been started, still some  
  stuff that needs to be done.  
 - made pickup command more intelligent - you should be able to use  - made pickup command more intelligent - you should be able to use
      words or more generic terms for things you want to pickup up.       words or more generic terms for things you want to pickup up.
 - better inventory handling - ability to hide items from normal inventory view,  - better inventory handling - ability to hide items from normal inventory view,


Legend:
line(s) removed in v.1.3 
line(s) changed
 line(s) added in v.1.4

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