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Diffstat (limited to 'stone_soup/crawl-ref/docs/todo.txt')
-rw-r--r-- | stone_soup/crawl-ref/docs/todo.txt | 456 |
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diff --git a/stone_soup/crawl-ref/docs/todo.txt b/stone_soup/crawl-ref/docs/todo.txt deleted file mode 100644 index 6974ecff3b..0000000000 --- a/stone_soup/crawl-ref/docs/todo.txt +++ /dev/null @@ -1,456 +0,0 @@ -Enhancements: - -* make screen update correctly when player vision is <2. - -* Make dangerous things be shown on top of a stack. This includes traps, - walls of fire, etc. - -* Make food acquirement give you more kinds of food. - -* file locking for the high score file - -* adjust EV for low levels. - -* repopulate levels on the way out - -* should species armour bonus work on EV instead of AC? - -* make rings of fire/ice (and others?) auto identify with use - -* miscast effects too weak? Not enough of a threat, especially when used - by gods, Zot traps, or mummies as a form of punishment. - -* add toggled stealthy mode? - -* print out '@' status in character dumps (might be nice to have the - chacters status in the dump... method of death might be good as well). - -* fix green crystal room so its not boring (pretty vault, just no real - point to it currently) - -* fix the summoning abuse problem properly. Ideally, the player should - not get piety for killing things he summoned, but should get piety - for things that are summoned against him. - -* Add a wizard debugging function to output several thousand items for - a particular depth (should make item frequency tuning easier). - -* Perhaps races should be physically "described" (stucture or bit - fields) to keep track of their size and physical body parts that - interfer with armour. This could also be used in other ways... - small races could be harder to hit with ranged weapons - than larger ones, but the larger races might get a bonus - to carrying capacity... could also probably simplify the - extra unarmed combat attacks code - -* Speaking of the character info, I really like that Linley now displays - the weapon being wielded. We should think about displaying all ten - wielded/worn objects. - -* Need to make sure that ghost names will be OK when long player names - are used. - -* Blink prompt is bogus (probably also happens elsewhere). Can probably - fix this by adding a prompt argument to look_around. - -* Some of the more important messages should be in color? - -* The spores contaminate the food by exploding, only the - > explosion effect should destroy food on the ground. - - Right. Maybe this should be implemented (it shouldn't be too - hard; fiery explosions already destroy scrolls laying on the - floor). - - One idea I had with contaminated food was to use the it_plus2 - variable (which IIRC is currently unused for all types of - food) to store the number of items in a stack of food which - are contaminated. Say you have a stack of 4 meat rations, if the - plus2 value is 1 then one is bad, 3 are good. Any operations - carried out on the stack (eating, dropping, picking up etc) - have a 1 in 4 chance of taking the bad ration and 3/4 of - taking the good. A quantum thing, sort of. Poisoned food could - be done in the same way (if there are any variables left - dam?) - - This means that contaminated food doesn't just disappear, it - stays around to haunt you. - - This could perhaps lead into a 'food' skill, which lets you - cook food, get the most out of corpses, separate the good - food from the bad etc. - -* Heavy armor doesn't offer enough protection? - >The big problem is the strange evasion modifier calculation that - >results in armour completely destroying your EV with the - >double subtraction thing. - - I don't think this is so strange. It only affects chars who have - high dodging skills, and it makes sense to me that dodging - effectively and wearing heavy armour should be mutually - exclusive unless you're used to wearing heavy armour, in which - case the evasion penalty is reduced according to your armour - skill and the dodging skill (which can only be picked up when - you're wearing light or no armour) is usually ignored. - - I did it this way so that the two skills (dodging and armour) - would rarely both be useful at the same time, so players would - have to choose between them. Otherwise they could just practice - both and everyone would end up the same. - - Personally, I think the double subtraction thing should be left - in, but with the following changes to the way armour works: - - base AC should be upped considerably, as discussed - - the limit on the proportion of the evasion penalty removed by - a high armour skill could be raised or scrapped (currently only - half of the evasion penalty of a piece of body armour can be - negated by the armour skill) - - I would have fixed these problems before I stopped working on the - code myself, except that nobody ever complained about them and I - didn't notice them myself. - - -- EV penalty now recovered faster, Armour skill slightly easier to - get -- base ACs should probably still be upped (bwross) - -* New spell realms (Linley doesn't like these): - NATURE - spells connected with some nature forces, animals and plants -e.g. summon small mammal, summon scorpions, summon elemental, passwall, -resist <element>, create plant/fungus, charm animal/plant and so on - - PROTECTION - protective spells - shield, resist sth., Fire/Ice armor, -Deflect missiles... HEALING - Cure Light/Serious/Critical Wounds, Cure -Disease, Neutralize/Slow Poison, Heal - -* DRUID class - with spells allowing him to summon animals & plants, -charm them, also some to work with natural forces - eg. elementals, -resist fire..., also some healing spells - neutralize poison etc... - -* Maybe some God of Nature, which offers to his believers some of Druid - ablities - -* "write scroll" skill - -* Dagger of Backstabbing - hit and Damage bonus when you are backstabbing - -* purify food spell - -* create water/lava pool spell, also some monsters creating this kind - of terrain - -* Some work needs to be done for multi-user environments. - -- some done, more could be useful (bwross) - -* Targetting isn't intuitive enough? - -- slightly improved (bwross) - -* Use gdbm to save games? However gdbm won't compensate for endian - differences... - -* Use gdmn to save bones? - -* Use zlib to compress saved games? - -* larger windows - -- number of lines is now handled more dynamically, but only at - during init or compile time (depending on NUMBER_OF_LINES) (bwross) - -* multiple-windows - -* Use XML for monster definitions - -* Use XML for room layout/fixed levels - -* Use XML for item definitions? - -* moves[0], beam[0] should be simplified to use pointers to structs instead. - -* Locking to prevent multiple game loads/save file overwrites? - -* Allow access to the new longer high score files... add user id field (for - multi-user systems). - -* Add DEC graphics support for non-IBM machines (like nethack). - -* Come up with a better save file system that will accomidate versions - easily and involve (hopefully) one smaller file... instead of the - large number of current files. - -* Add Food/Survival skill - -> (1) Cooking Food -- by far the most potential to unbalance the game. -> -> Cooking food should probably cost a limited resource to use (fire -> sources? -- some like spellcasting would be very powerful). It would -> allow anyone to eat chunks of flesh, thus removing an advantage -> that carnivores and gourmands have... so you probably don't want -> to add other advantages like extended shelf life. The food value -> of chunks of flesh would probably have to be made smaller to maintain -> the food balance. -> -> Maybe cooking should be an ability that's either granted by a god, -> being a member of a race or class, or becomes available with a -> certain (high) level of the Food skill (perhaps Survival is a better -> encompassing name... it could potentially be used for other things -> as well then). -> -> (2) Butchery -- not much of a game unbalance. -> -> This doesn't effect the game balance unless its made really powerful -> (ie. I can get 6 chunks from a bat). Right now you can get a full -> stomach off of any number of large monsters. A few extra chunks -> doesn't count for much unless you can improve their shelf life. -> -> (3) Detecting Bad Food -- depends -> -> If Giant Spores secretly contaminate rations this could be an -> important skill. Perhaps it could give you a slightly better -> save on eating meat chunks (limiting the advantage of the -> carnivore's save and to a lesser extent the "AotG). It could -> also warn you about things like mutagenic and necrophage meat -> (give you a yes/no prompt you wouldn't normally get). - - -* New inventory/equip/drop system - ->>> // > Makes a certain sense, but I can drop any number of the healing potions ->>> // > as one action that suggests a bit more care... also I could just drop ->>> // > all of my potions and that would take an action for each stack I had, ->>> // > whereas all it probably requires is me dropping my "potion sack" or ->>> // > dumping it out. ->>> // > ->>> // How about a compromise where you can hit d% to drop all your food, ->>> // or d! to drop all your potions, but if you want to discriminate you have ->>> // to do them individually? ->>> ->>> I'm wanting something a bit more featured like the nethack system (not ->>> the old traditional, but the newer ones). Bascia concept would be that ->>> I could either select via inventory slot letter, or optionally pull down ->>> an inventory browser/selector and select the items I want. Complete ->>> with options like "select all potions", "toggle all potions", "select all", ->>> and "unselect all" (for example). ->>> ->>> If you want to add aditional time for discrimination, you can do it ->>> Ragnarok style (I like the Ragnarok armour equip system) and have a ->>> counter on the top line (with a short list of commands) that tells the ->>> player how many turns the action will take. There are a few problems ->>> with calculating this value, because there are any number of ways ->>> I can select all potions and the value should be independant of ->>> which ever I choose to use. ->> ->> Well, it would seem that the time calculation should depend on the ->>final set of selected items rather than the steps taken to select them. ->>That would remove abiguity. We could generate a time based on the variety ->>of things dropped. So, if you were dropping potions, swords, rings, and ->>scrolls, it would take you much longer than to just drop your rings. It ->>might be worth it to let weight factor into drop speed as well. -> ->You don't want to get too complicated. There's a limit to the ->granularity here, as you probably don't want to have it taking a ->couple dozen actions to drop some equipment. A simple little ->penalty for dropping only part of a stack, or only some types ->of potions is probably enough of a change. - - -* Options files - -- must keep two distinct types of options and handle them separate: - - ones that would be loaded from a "crawlrc" file and would effect - the players characters in a general way. - - ones selected during the game and would be carried between - saves, but not to other characters the player is playing. - -* fix non-magical traps - -- should have some number of "charges" for those that shoot items... - these should be more dangerous as well. - -- monsters should "learn" the traps of a level. - -> Could be done with a bit array (if there is a limit of 32 traps on -> a level, that would be bonus... but it could be extended to more -> for not too much trouble). That would take up little space, and -> testing would be by simple boolean operators (to test if the monster -> knows about trap X, you check (monster.traps & (1 << X))). We could -> have the code test the line of sight from a trap everytime it is -> activated, and set the appropriate bit of the array in any monster -> within line of sight. - - -* Revert/change the Elementalist spellbooks? - -> // >This brings up another little problem around here. People around -> // >here weren't entirely happy about the change to the Elemental -> // >Spellbooks in 3.30. For the most part its considered that the -> // >elementalists are becoming less individual in flavour and that -> // >they're now just slight variations of Fire. In particular (and -> // >pertaining to this discussion), was the loss of levitation from -> // >the Air book, which was considered a useful "Tensor's Disk" for -> // >lifting stuff up stairs. -> // -> // I removed levitation because it no longer fit, and I didn't -> // want to stretch air out to three books. As for the other changes, -> // these were made because I thought the non-fire elements were too -> // weak by far. Which spells in particular are problematic? (I'll -> // try to write an explanation for the differences between the -> // elements when I have a little more time) -> -> Well, we didn't think the other elements were actually "weaker". -> They're only weaker in combat potential -- Fire was all attack, the -> others offered more utility and defensive abilities. There was -> enough combat in the others to get you well into the midgame, at -> which point you adapt to whatever books you find (its typically -> quite hard to get the advanced versions of your magic discipline... -> I remember how happy I was when I finally had a necromancer find -> Unlife... my Paladin had a complete set of death books early on). -> -> The main problem is that the elements were made too similar (we -> really liked the fact that they all played quite different, it -> was one of the things that made crawl really popular here). -> -> For example, they all start with a slight variation of the same spell. -> This means that they all start playing the same way, with the same -> tactics. Before you could play Earth for the range attack, or Air for -> the somewhat risky-yet-powerful Shock. -> -> There's still a little varity left, but certain bits are gone. You -> can't depend on getting summoning when you start with Ice, for -> example. The Levitation spell is now only in the Enchantment book, -> it used to be a something you could depend on as an Air mage (now -> you have to hope to get the book of Sky, and that gets you Fly, which -> is better, but is also a level four spell). -> -> Earth had a little issue before (too many similar throwing spells), -> but replacing Throw Pebble with Crush just makes it the same as the -> other elements. Stone Arrow has always been better than Iron Bolt, -> IMO... iron bolt just isn't effective enough to justify the extra -> cost and difficulty... it requires really high skill levels to -> be better. I would have rather seen Iron Bolt go, in favour of -> something a bit more interesting (Earthquake, Pass Wall, Stair -> Creation). - -* Improve running code - -* Carrion eating mutation - -- like vegetarian and carnivore, only gives a preference for - rotten meat. Progesses with level until the character - can only effectively eat rotten food. - -* Add rumours/fortune cookies? - -* Improvements to the character dump - -- is the current dump as verbose as wanted/too verbose? - -- add spell failures to dump? - -* Change character for throwing weapons to '(' and small armour to '['. - -- Problem: '(' is used for dancing weapons. - -* Put some limits of teleport/teleport control? Make it rarer? - -* Improve artefacts to compete better with Sword of Power? Improve - non-sword weapons so they become more of a choice? - -* Currently possible to gain 0hp when gaining a level... should - be safeguards added to make sure this is at least never negative, - if not guaranteeing 1hp / level. - -* should be able to see contents of books in stores? - -* remove possibility of teleport control with the Blink spell (require - the player to use the Control Blink spell instead). - -* merge the chardump spell listing code with the other spell listing code. - -* throw traces to target should coincide with line-of-sight better - -* item inscriptions - -* are crossbows correct? The other launchers seem to be adding their - skill bonuses twice - -* The Throwing skill isn't particularly useful. You could use it for - throwing daggers, axes, or spears but they don't stack and are - heavy. - -* add some weapons/change weapon code so that non-swords are more of - an option - - // >I was thinking that this might be a good way to increase the value of - // >non-sword weapons. - // - // .. which probably needs to be done anyway. One or two - // suggestions for new weapons which could help: - // - // - axe (just axe, no 'hand' or 'battle' there): this would be to - // a hand axe what a long sword is to a short sword. Skills may - // need to be adjusted (a new 'great axes' skill, covering the - // two-handed axes? Or just condense the sword skills). - // - Spiked flail: like a flail, but more damage and slightly - // slower (heavier etc). - // - Great flail/mace: two-handed versions. - - These would certainly help out a bit. The other weapon classes were - lacking good intermediates. I don't think a "great axe" skill is - required, removing "great swords" might be correct (although it - does add a limiting factor on the power of swords). Having weapon - skills where only one member of the class exists doesn't seem very - worthwhile. Maybe fighting style skills could be used instead... - - - 'two handed weapons' could be a skill for all two handed weapons, - it would be used in conjunction with the appropriate weapon skill. - - - 'shields' would cover "weapon and shield" style, maybe allowing - for the possibility of offensive shield bashing. - - - 'unarmed combat' or 'fighting' could cover the cases where one - or both hands are empty. Characters not using one of the other - styles should be able to use unarmed strikes more often and - more efficiently. - - Potentially, you could add a bastard sword to the game. Its hand and - a half nature could put it in any of the above categories (if you - have a shield, it would be the second... if not it could be either - of the other two). - - Of course, adding new skills has its own problems... there is already a - shortage of space on the skills screen. - - -- add special attacks to weapons and allow them to be accessed by the - player via SHIFT-<move> onto an adjacent monster. - -- fix monster enchantments to have proper timeouts and a better structure - -- score file still gets messed up from time to time... should probably - change the format into something that can be expanded and contains more - information that might be printed (user id on multiuser systems, time, etc) - --- add checking for legal background colour (or just let it ignore the - "bold" colours like it does now?) - --- change file formats and functions - -- change score file format (see nethack for additional fields... also - maybe a field for damage done by killing attack... could be used to - spice up the death description (use final HP?))... also a userid - field for MULTIUSER systems would be nice (to tell likenamed - charcters apart and identify the player). - --- sort out spells into separate spl-* files based on type/skill - --- make all this you.inv_*, mitm/itm stuff the same instead of - having conversions everywhere. - --- differentiate the good gods more - --- break up dungeon.cc more - --- a check floor for lava/water function - --- a simple "summon hostile unfriendly/random demon" spell with fewer params? - --- centralize the elemental resistance code into a single entry point that - takes damage and type and does the appropriate things... some of the - cases are notably special, so some extra damage cateogries might have - to be created (ie. stepping/falling into lava is an instadeath for - characters with negative fire resistance, but being hit with a lava - bolt is only extra damage). - --- functions to check for specific equipment (ie reduce checks for "!= -1") - --- move ghost/demon array into a proper structure. - |