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). |
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- 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.) | | |
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- 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.) |
| | |
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. |
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- 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 |
| | |
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. |
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- 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) | | |
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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 |
| | |
without having to rebuild the default images. | | without having to rebuild the default images. |
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------------------------------------------------------------------------------ | | ------------------------------------------------------------------------------ |
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, |