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-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.
-