- [+] need a potion and venom sac
- [+] make more things drop venom sacs - snakes etc
- [+] F_EXTRACORPSE
- [+] operate the venom sac ?
- [+] can do this with first levle chemistry
- [+] different kind of venom - blindness
- [+] "blue venom sac" vs "purple venom sac"
- [+] combiesn to potion of blindness
- [+] more amulets
- [+] common
- [+] of bravery
- [+] of light (common)
- [+] of minor protection (common) (=5 AR
- [+] energy absorbtion (absorb explosions, then pump them out)
- [+] uncommon
- [+] injury prvention (instead of ring)
- [+] rare
- [+] or major protection (not common) +10 AR
- [+] had a missing eye. drunk a healing potino.
- [+] Your head grows back! Your injured head has healed.
- [+] objects with positive F_BONUS should never start cursed
- [+] (in addobject)
- [+] territorial monsters talk when you are approaching their
threshold (but not within it)
- [+] put this in ai_talk()
- [+] if someone almost at territorial range:
- [+] make f_noisetext v2 be SP_xxx. if it's set, just say
this instead.
- [+] it not, N_TERRITORY_APPROACH
- [+] if we can talk, SP_TERRITORY_APPROACH
- [+] possibilities:
- [+] stay away!
- [+] keep back!
- [+] get away froma me!
- [+] don't come any closer!
- [+] that's close enough.
- [+] keep your distance, stranger!
- [+] out of my way!
- [+] test with giant and
- [+] test with insane humanoid
- [+] make territorial creatures not walk too close to things,
unless they are attacking or fleeing
- [+] in willmove(), fail if it is too close to something
- [+] ...unless we have a target lf
- [+] ...or we are fleeing
- [+] jumping when woozy will go to a random cell
- [+] fix autoshortcuts to include starting spells
- [+] still bugs with canreachbp - "The giant rat critically scratches
your wizard hat."
- [+] zombies shoudln't be able to talk.
- [+] allow pets to "cheat" to find player's lcoation.
- [+] need some kind of limit on zombie army creation
- [+] no stairs
- [+] areallies() on two pets returning false
- [+] psychic shove
- [+] push off something, or push them away
- [+] l2 mental
- [+] pushback power+1 cells (max power 3)
- [+] different god message for first prayer.
- [+] fix crash during swapplaces()
- [+] sacrifice of masterwork weapons should work better. shoddy
should be worse.
- [+] bug: shops don't work anymore
- [+] change lessen poison - power always goes to 1
- [+] replace description "spell's power is boosted when cast outside"
with "boosted when cast in a forested area"
- [+] minor healing problem. "at lest 2hp per power" but mxpower 10.
should be maxpwer 5
- [+] wish for 'protection' should give something you can wear without
penalties.
- [+] locate object should give a message when none are found.
- [+] Implement a* pathfinding for pets
- [+] done
- [+] TEST... seems okay so far.
- [+] druid spells not showing in starting list.
- [+] don't announce noise from unseen things which are attacking the
player.
- [+] fix crash when no pet location found at start of game.
- [+] swap spell levels for warp wood and absorb wood.
- [+] only set godprayedto if you got a positive effect.
- [+] warp wood should affect wooden lifeforms.
- [+] pathfinding for player:
- [+] only allow this to explored cells
- [+] consider unexplored cells non-walkable.
- [+] set f_pathfinding
- [+] STOP if we see a monster
- [+] never let stamina exceed max.
- [+] you can now actually climb when you get the spiderclimb ability
but don't have climbing skill
- [+] make dagger stronger than combat knife (but combat knife is
faster)
- [+] optimise makefile.
- [+] swapplaces message not appearing.
- [+] fix exploit for dizziness with 'A'
- [+] every time we ask for a direction, use askdirection(prompt).
make this do dizziness check.
- [+] no shieldblocking or dodging if you have no stamina.
- [+] object rarity bugs
- [+] i'm finding way too many books! might be fixed now... ?
- [+] never finding wands
- [+] added debugging to see if there is a problem with wands....
- [+] adjust footstep sound based on material
- [+] carpet = soft
- [+] stone = normal
- [+] tiles = loud
- [+] in @e, "you ar etipsy" should also talk about damage resistance.
- [+] don't show starting abilities if you are a diety.
- [+] don't say 'xx walks out of view' if they didn't move on purpose
- [+] CRASH - summon weapon then drop the energy blade.
* [+] CRASH when fumbling attack using energy blade.
- [+] fighter with wisdom 31. novice perception skill. noticied
teleport trap right in front of me. chances?
- [+] maybe make it you can never detect anything further away than
your perception skill.
- [+] fix bug in geteffecttime()
- [+] announce starting spells at beginning of game
- [+] in skill help, highlight your current level. Maybe: "At Novice
level>>> Unskilled weapons etc..."
- [+] inept level lore shouldn't show "Adept Stealth" as a strength
- [+] when you / then move over a cell with footprints short "Dirt
(with human footprints)"
- [+] or "Dirt (with xxx foorprints leading east)
- [+] typo in killer text - an vs a
- [+] get over here! should give you enough time to attack ?
- [+] felix prayer should remove impassable objects.
- [+] robots shoudl have big penalties to getting up checks. slip,
fall, etc.
- [+] fix bug when falling off a fence.
- [+] BUG: no los when i climb on top of a wooden fence. why?
- [+] F_BLOCKSVIEW needs new option: v1 = true means dont block
if you are standing on it
* [+] engineering / construction skill - replaces 'traps'
- [+] fixed bug where you couldn't rest when you pet was visible.
- [+] bug: aigetlastknownpos populating lastx & lasty with different
info from the the cell returned.
- [+] this has happening when following the direction of a scent.
- [+] remove display of "xx throws xxx towards you" if you can't see
the source and something is in the way.
- [+] druid should alway sbe able to swap with plants.
- [+] peaceful check should do this
- [+] try agian...
* [+] problem- create water can be used instead of soften earth ???
- [+] detect life should help with checking stairs.
- [+] pentagrams should heal the undead.
- [+] ekrub - don't et you sacrifice the flower that appears.
* [+] when doing check for piety on eating animals
- [+] don't auto give druid short blade skill due to sickle
- [+] soften earth on boulder... turn it to mud
- [+] adept psychology - receive change for gems.
- [+] BUG: announceflagloss is never happening.
- [+] new nature spell - absorb wood
- [+] clank - robot, chomp to steal health, self destruct
- [+] new tech
- [+] l0
- [+] chewing gum (jam doors with it) - this should be food
though.
- [+] plants shoudl HELP druid from level 4 onwards
- [+] clean up skill ability code
- [+] automate skill descriptions based on skillwills "you gain the
'xxx' ability"
- [+] auto-learn spells from initial spellbook, rather than having to
read it manually
- [+] finding rings of unholiness everywhere.
- [+] because it's the only rare ring!
- [+] fixed by making ALL rings be uncommon
- [+] first time you slip on something, suggest using 's'
- [+] sewing / metalwork: get resize and enhance earlier.
- [+] bug with engineering seeing through one wall!s
- [+] rogue/knifedancer / blademaster - throwing, extra skill with
small blades. starts with extra knives.
- [+] replace all SUBJOBS with plain regular JOBs
- [+] fix "needobforstaff" for wizards!
- [+] sewer should have mossy rock floor. slippery.
- [+] new specialist classes:
- [+] rogue/assassin (no stealing, no traps, lockpicking, better
stealth+backstab, poison knives)
- [+] minor healing spell is too powerful. should do 5-10hp max.
- [+] reveal hidden is not powerful enough for l4. move to l2.
- [+] reduce effects of stench as TR gets higher
- [+] lumara should accept sacrifice of anything magic.
- [+] oil lamp not making my viison longer! (on dlev11)
- [+] just describe f_produceslight in io.c
- [+] with no evasion skill, agi does way less for EV.
- [+] fungus clouds should be in 1 radius, non orthogonal
- [+] try putting monster zoo back in?
- [+] STILL bugs detecting trapped doors ages away!
- [+] detected one 8 away, perception novice!
- [+] when a monster necromancer is made, i'm prompted for spell
school!!!
- [+] new mushroom: greycap. looks like a miniature snowy mountain.
grants cold resistance
- [+] shop opening hours
- [+] F_OPENHOURS
- [+] v0 = start (inclusive)
- [+] v1 = end (inclusive)
- [+] v2 = sayphrase
- [+] SP_CLOSEDTILMORN (come back in the morning)
- [+] SP_CLOSEDTILNIGHT (come back tonight)
- [+] SP_CLOSEDTILHOUR (come back after x oclock!)
- [+] make shops only be open during the day.
- [+] make some temples only be open at night (eg. hecta)
- [+] bug: on load i can see in all directions, and impassable stuff
around me is obliterated!
- [+] warn when attacking will rust your weapon (if wis high enough)
- [+] yumi should like killing injured things
- [+] bug: sandman isn't attacking or casting spells. - wasn't hostile.
* [+] bug: not able to sell gems in a jewelery store
- [+] when something casts swap places, need to redo los for the target
too!
- [+] "you feel a wrenching sensation" should have 'more' after it.
- [+] stat bonuses for gods
- [+] yumi - boost wis
- [+] glorana - boost con
- [+] Lumara - boost iq
- [+] enchant weapon should remove rust too.
- [+] only place a pool of blood if monster is large enouhg
- [+] when mosnters steal gold, let them take more than just one!
- [+] monstres need to retain F_HOSTILE on polymorph! forgot about
rndhostile
- [+] change some eatconfers to blood confers
- [+] make blood splashes combine properly
- [+] test with troll blood
- [+] when you _kill_ something, drop more blood
- [+] when you behead/bisect, do splatter
- [+] in knowledge, show: "its blood can be bottled to make xxx"
- [+] (at skilled knowledge level)
- [+] test....
- [+] replace eatconfer flags with f_fillpot
- [+] make sure monsters with fillpot actually bleed
- [+] make slash etc damage ALWAYS cause bleed
- [+] make projectile damage only cause bleed if the object is
pointy (f_missiledam)
- [+] make bashing not cause bleed
- [+] make sure that bottling blood reduces/kills the object.
- [+] robots should bleed oil
- [+] CRASH: during lfhasflag(dodges) - lf.c:20201 (getobname
- [+] getting ob name of 'rdata' from celldangrous()
- [+] but rdata->pile is bad...
- [+] and object was a manual. why was a goblin avoiding a manual?
- [+] celldangerous() actually set rdata to "deep water"
- [+] ....but somehow it changed to point to a manual!!!
- [+] getdodgecell() changed it!
- [+] bug: when a monster kills anohter:
- [+] "the xxx hits the xxx"
- [+] (no death message).
- [+] either include "xxx dies". or make "xxx kills xxx".
- [+] fixed, i think. wasn't calling getkillverb when attacker was
a monster.
- [+] sourges shouldn't learn spells from books
- [+] MR doesn't affect canwill spells?
- [+] innate MR (ie. fromrace or from scource) doesn't affect spells
either.
- [+] too many potions of water! made it common rather than frequent.
now NO frequent potions.
- [+] getting 'wake t someone runmmaging through your pack' when noone
nearby
- [+] maybe this flag isn't gettginre removed properly?
- [+] polymorph should fix injuries first
* [+] for missing hand injuries, select the hand AFTER main switch()
* [+] shouldn't be able to weild 2-handed weapons if you only have 1
hand!!!
- [+] "travel" spell should let you go to RT_HABITAT things.
- [+] fix crash validating f_spotted flag
- [+] don't always put "The " on unique objects.
- [+] use F_THE for this instead.
- [+] godstones should still have F_THE
- [+] don't place staircases inside MAINTAINEDGE vaults!!
- [+] burning a wood floor only makes a hole in the ground if there are
more levels underneath!
- [+] end of caves:
- [+] both bossrooms should have goblin king and red wyrmling
- [+] stone key.
- [+] need a vault flag which say s: add f_stayinroom to everyone who
is created in this room
- [+] done: "keepmonsinroom"
- [+] cope with a branch's entry stairs coming from a vault
- [+] killing unique monsters with necrotic damage should still leave a
corpse.
- [+] make "ornate chest" which has rare objects
- [+] put it in branch endings and make it a rare object
- [+] f_extrainfo in fireat() should show damage _after_ adjustment
- [+] BUG: swamp rooms aren't connected!!!!
- [+] end of forest branch:
- [+] vault containing baba yaga's hut
- [+] bone fence around it
- [+] skeletons
- [+] the hut.
- [+] baba yaga's hut
- [+] cabin on chicken legs
- [+] f_timid!
- [+] jump
- [+] claw attacks
- [+] walks around
- [+] corpsetype = link to inside the hut
- [+] made of dragonwood (ie. hardness 5)
- [+] Don't say "You kill the walking hut".
- [+] text when it dies: "Exhausted, the hut slumps to the
ground."
- [+] inside the hut = small level with baba yaga
- [+] new regiontype: babayaga's hut
- [+] new habitat: byhut
- [+] making the habitat: only has a single vault. (one with
tag 'byhut')
- [+] diff layouts
- [+] circular
- [+] square
- [+] baba yaga herself
- [+] baba yaga
- [+] weighs 50kg
- [+] obs:
- [+] key!
- [+] hp: 135 = 22 hitdice (d6)
- [+] 75% magic resistance
- [+] attribs
- [+] str: exhigh
- [+] iq: exhigh
- [+] wis: exhigh
- [+] agi: average
- [+] con: high
- [+] cha: exlow
- [+] fire, cold, magic, poison resist
- [+] immune to necrotic
- [+] abilities
- [+] seeinvis
- [+] awareness
- [+] claw/teeth attacks.
- [+] claw = 8 DR
- [+] teeth = 6 DR
- [+] maxattacks = 2
- [+] grab ability
- [+] spells??????
- [+] fear
- [+] weaken
- [+] summon insects/animals
- [+] entangle
- [+] blink
- [+] when she dies, unlock the hut door.
- [+] delving code.
- [+] new digging code:
- [+] delve()
- [+] delve_pullcell
- [+] etc
- [+] h_antnest
- [+] creaetantnest calls delve() functions.
- [+] insert this in the main dungeon somewhere
- [+] populate with monsters (set rarity)
- [+] place queen ant on the map.
- [+] via new regionthing type RT_LF
- [+] branch ends should have a boss with a key!
- [+] jimbo
- [+] babayaga
- [+] cave boss (dragon ?)
- [+] animals shouldn't be smart enough to avoid sharp objects on the
grond.
- [+] make all animals have wisdom = LOW
- [+] make most undead have wisdom = VLOW
- [+] make most undead have CHA = EXLOW
- [+] warn if races are missing any STARTATTs
- [+] warn if races have duplice sTARTATTS
- [+] reduce unyon hit points
- [+] drop monster hitdice sides to 6
- [+] change goblin colours
- [+] replace quickblade with uchigatana. dael 7-8 damage. very rare.
- [ ] apply correct rarity to weapons
- [+] balance katana now that i've modified blades!
- [+] and add wakazashi.
- [+] add altdam bash to most swords
- [+] add f->text to altdam
- [+] add "noobstext" to askobject()
- [+] why did ninja start with 0 mp ?
- [+] if you read a manual for a skill yo ucan't learn, have some kind
of message to say it didnt work
- [+] map shouldn't be magical
- [+] cloth should 'heat up' (it just catches on fire)
- [+] give A_FIT to all mosnters, for stamina when we polymorph into
them!
- [+] fix bug where celldangerous() fails on a lifeform's own cell
- [+] reflexive dodging should also dodge dangerous objects which
appear on top of you!
- [+] do this in startlfturn(), before other effects!
- [+] air spell - refraction - boosts EV
- [+] move jolt to L2
- [+] don't announce initial damage taking object from perfect to
battered.
- [+] propel missile
- [+] doesnt anger lumara
- [+] for monsters: aispellok true if we have an OC_MISISLE which
we're strong enough to able to throw.
- [+] minrange 2
- [+] warn before eating your own kind if it will anger your god, and
you wisdom is high.
- [+] make disease way worse if you eat your own race's corpse!
- [+] CRASH when i try to cook firebug corpse
* [+] bones files:
- [+] when your leg is bleeding, don't lose hp for ATTACKING, only for
MOVING.
- [+] bug: issue with skill display if you learn higher than your max
level by reading a book!
- [+] in this case, reading the book should fail.
- [+] when you start worshipping felix, allow you to learn lockpicking
& thievery to full level!
- [+] infinite loop when an ashkari enters rage while already eating.
- [+] felix prayer should always unlock all nearby doors
- [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1.
- [+] that way we can confer it!
- [+] say "this is xxx!" after wearing a new amulet.
- [+] fork / knife should make you eat faster.
- [+] double the hp of most armour again
AMULETS
- [+] add new bodypart = neck
- [+] object hiddennames
* [+] nouns
* [+] adjectives
- [+] flight (canwill fly)
- [+] enhance spell power
- [+] victimization (makes everything hostile) (no auto id)
- [+] blinking
- [+] anger (canwill rage)
- [+] vs poison (poison immune)
- [+] vs magic (magic resistance)
- [+] common
- [+] feather fall (dt_fall dmg = 0)
- [+] don't "slam into the ground", just "float gently to the
ground"
- [+] of amplification (boost listening skillchecks, allow you to
listen at stairs)
- [+] peaceful sleep (don't get woken up by sound, cursed)
- [+] chef's amulet(lower metabolism)
- [+] thief's amulet (lockpicking)
- [+] cooked food shouldn't "completely rot away"
- [+] fire l6: meteor - large version of fireball
- [+] burning feet
- [+] evaporate should be a fire spell too.
- [+] more gods should remove curse for you.
- [+] eyebats shouldn't sleep
- [+] make hecta's prayers even more powerful.
- [+] fix bug in bjorn's truestrike effect
- [+] bjorn should un-dull weapons
- [+] fix buggy supply closet definitions - was getting 1-5 of same
object rather than 1-5 different ones
- [+] restrict potion of growth to lower levels.
- [+] change method of determining how much you can carry.
- [+] change initial modification spell to 'enlarge object'
- [+] enlarge object
- [+] door -> seals with surroundings
- [+] rock -> boulder
- [+] sword -> greatsword
- [+] buckler -> next size shield
- [+] bag -> next size bag
- [+] or should this be a different spell?
- [+] immolate
- [+] if a successful unarmed attack, lf catches on fire.
- [+] wizard isn't weilding staff. are fists better?
- [+] freezing touch shouldn't work on dragonwood
- [+] fix bug preventing vision when meditating
- [+] auto shortcuts
- [+] wizards: pri/sec spells are 1/2
- [+] cook: lowest shortcut left.
- [+] statbar not being updated when i drink potion of magic.
- [+] warn that flying will stop mapping.
- [+] bjorn gifts should only be ones which you are skilled in!
- [+] add 'appropriate'
- [+] then apply to god.c
- [+] warn if you pick up poison stuff and you god doesn't like it
- [+] "I hope you're not planning on using that/those...."
- [+] superheat - throw potion like a grenade
- [+] remove damage from jumping onto other lfs
- [+] when you jump in water or something lands in water: "you hear a
splash"
- [+] tweaks to how evasion works.
- [+] The book crumbles to dust. Your manual is no longer glowing.
FIXED.
- [+] fix msghistbuf for askchar - not showing your choice.
- [+] in shops, show prices in red if you can't afford them.
- [+] retaliate should only work if you're still adjecent
- [+] show Ravenous in RED
- [+] no xp for rapid ivy clones
- [+] make weapon of impact only knockback 33% of the time (instead of
always)
- [+] don't set F_NOSCORE when quitting.
- [+] some scrolls cost $1??
- [+] You see a masterwork shoddy club here.
- [+] shouhldn't be able to have both!!!
- [+] change bleeding code. lowhp doesn't mean bleeding.
- [+] also change flee on bleed etc
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
- [+] The giant blowfly (null).
- [+] instant disrobe spell - tleports armour to the side
- [+] why did a monk recognise a grenade? bug in conferobjectflags.
- [+] adept nature lore should identify bad mushrooms too
- [+] draining/vampiric brand - gives hp to user.
- [+] ways to check stairs before travelling
- [+] make getstairdestination() be the place where new maps are
generated
- [+] move getnoisedetails into new function
- [+] ability to listen down stairs with adept listen skill
- [+] atomatically trigger walknoise for all lfs within los of
stairs, and you always pass the check.
- [+] at expert listn you get names
- [+] otherwise just get 'slithering' etc
- [+] test......
- [+] "check stairs" ability ???
- [+] this then prompts for various methods
- [+] smell down stairs with enhancesmell
- [+] say "you see xxx scent" for all lfs within los of other
end
- [+] use perception to check stairs
- [+] say "you see xxx footprints" for all lfs within los of
other end
- [+] ability to peek down stairs with adept stealth skill?
- [+] temporarily put you there
- [+] precaclc los with awareness in all directions from there
- [+] show view
- [+] wait for key
- [+] move you back, remove temporary awareness
- [+] add help for these skills
- [+] if LFINWAY and not "infront", "you run into somehting"
- [+] change tumle to just take a direction
- [+] change to take a dir
- [+] different dirs should give different messages
- [+] abilities should only charge STAMINA if they were successful!
- [+] at end of useability()
- [+] abilityeffects miust only retur TRUE on cancellation
- [+] scroll of awareness not being used up!
- [+] lore: at adept level, add "it could potentially kill you in xx
hits"
- [+] (assume no armour)
- [+] need getweapons()
- [+] implment 'canuseweapons(lf)'
- [-] spells should only charge mp if they were successful???
- [+] move the validatespellcell() call into castspell.
- [+] add f_targettedspell, tt_xx to all spell defs
- [+] remove validatespellcall() call from dospelleffects
- [+] test with player
- [+] test with monsters
- [ ] special cases:
- [ ] blink
- [ ] test digging...
- [ ] invisibillity?
- [ ] light
- [ ] darkness
- [ ] do i still need "frompot" in spelleffects???
- [+] new ability: flipthrow
- [+] king piranhas shouldn't leap out of the water!
- [+] don't catch thrown missiles if it will burden us
- [+] in @@, show "accuracy" as a seperate line, not with your weapon.
- [+] higher chance of learning psionics on level up.
- [+] fix up monster hp - too easy to kill most things in one hit with
dam = 4-12, 2 attacks (ie. l6 monk)
- [+] dump out all mosnters sorted by hit dice (show avg hp)
- [+] fix them up
- [+] vault->entertext - ie "you enter a dining room"
- [+] make random monster generation go by hitdice AND rarity rr_.
IGNORE rarity value.
- [+] start with hd = level. sometimes incrase
- [+] remove all rarity values from monsters
- [+] disorient might need to be higher level than stun
- [+] make psionic spell mp cost be level, rather than level^2?
- [+] ai bug:
- [+] .oO { looking for a target . }
.oO { found an enemy target - lfid 256 (human) ! }
.oO { default - moving randomly }
- [+] reduce cost for higher levle spells agian.
- [+] prevent player from eating an ice sheid!
- [+] bug when eating from the floor with multiple food items there
- [+] assassin's blink spell - teleport behind and facing someone.
medium level translocation.
- [+] make "chunk of roast meat" be "chunk of roast goblin meat"
- [+] and base nutrition on corpse type
- [+] highlevel sixth sense should let you turn to face it
* [+] add prompt text to msg hist:
- [+] sixth sense should only pick up hostile monsters
- [+] need a good reason that wizards can't wear armour.
- [+] if isplayer(), failure chance depends on any arm/shield
penalties
- [+] show f_impassable in describeob()
- [+] no walking backwards/sideways if you're stuck in a web/vine. can
only turn.
- [+] objects for protection:
- [+] eyeglasses (+vision)
- [+] safety goggles
- [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)',
depth 1), but it has no free stairs.
- [+] when we restart map regeneration, must first REMOVE
referenecs to this map!!!
- [+] implemented.
- [+] fixed bug with sleep interruption
- [+] You attack the helpless the dwarf monk! You flatten the dwarf
monk!
The dwarf monk loses consciousness. damage's robe protects it.
- [+] add stamina cost to other abilities
- [+] add descriptions to lore skills
- [+] make athletics skill give you more stamina?
* [+] monstesr stopping fleeing when they can't see player
- [+] monsters automatically turn to face targets you after
movement towards them (for 0 cost)
- [+] not walking towards properly.... was turning to face us but
then being distracted by 'footsteps'
- [+] add player->facing
- [+] this gets set to the last move direction
- [+] you can only see in an arc in front of you
- [+] going backwards just changes facing (and takes less time)
- [+] shift+samedir = run
- [+] shift + otherdir = walk without turning / strafe
- [+] when ai is moving towards a seen target, always strafe
- [+] when fleeing, you can turn your back.
- [+] make strafing backwards/sideays take longer
- [+] enhanced-smell means you can see all LIFEFORMS or _smell
obects_ in all directions
- [+] ie. look in all dirs, but in precalclos(), can only see
RD_BACKWARDS/SIDEWAYS cells if they have lfs
- [+] define "smelly" objects - non-undead lifeforms, food,
ot_scent. f_smellable
- [+] make eyedestroyed half your FOV (lose the right side)
- [+] change pirate to start with permenant IJ_EYEDESTROYED
- [+] mosnters should always turn to face sounds
- [+] shields should give no AR, but have a chance of blocking all
damage based on shield skill
- [+] healing potions should fix nonpermenant injuries (check for this
after checking for missing bodyparts)
- [+] shouldn't remember map cells anything when bezerk
- [+] show skillxp until next skill in @@
- [+] only allow 'c' to close doors which you can see.
- [+] bug in precalclos when going off map.
- [+] even with 0 cartography, remember cells. but then forget once
they're >4 cells away.
- [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next)
- [+] add asserts
- [+] calcxp is sometimes returning -xxxxxxx. turned on debugging.
- [+] wait for it to happen again
- [+] bug: player can see own cell when maxvisrange = 0(resting)
- [+] mods for perception skill:
- [+] adept pereption: FOV widened
- [+] expert perception: leave no footprints (rather than
partically obscure)
- [+] master perception: see in nearly all dirs
cause damage
- [+] move_will_hurt()
- [+] ie. if in PAIN, or appropriate injury.
- [+] if you're deaf, use "the xx says something" rather than "the xx
says yy"
- [+] STILL reachability errors in dlev 6 (jimbos' lair not linked)
- [+] new forest habitat mechanism - clusters of trees
- [+] bashing injury if you are slammed into a wall?
- [+] jimbo didn't have a weapon! "+2 halberd" not working
- [+] if you don't have knowledge about a creature, still show items
(but only equipped ones)
- [+] listen skill should take longer to train
- [+] candle should last longer
- [+] carrot grants temp darkvision
- [+] shouldn't be able to eat stuff from floor while levitating
- [+] CHANGE f_hitdice to use text
- [+] fear spell from dretch always failing even on l1 player. why?
* [+] summondemon spell
- [+] adjust spell damage - 1d6 per level.
ice spells:
- [+] l4 - ice armour (higher power means more pieces of ice armour)
- [+] (power/3)+1 pieces of armour. ie. 1 - 4
- [+] order: body,helmet, gloves, feet
- [+] 4AC each.
* [+] l5 - shardshot (higher level ray damage, does less damage the
further away it goes)
- [+] l5 - snap freeze ? turn one lf to ice?
- [+] more things which use light attacks (ie. make glasses useful)
- [+] replace bp_righthand with bp_rightfinger
- [+] bug in blink spell: "Nothing seems to happen."
- [+] make metal resist bite/slash/chop, not be immune.
- [+] fix shatter spell on glass wall
* [+] bug: in jimbos vault and plaeyrstart2, exits are being added in
in appropriate places.
* [+] make player's starting point be a "prison_cell" vault.
- [+] earplugs - stop all sound.
- [+] make f_deaf an intrinsic (ie. announcements)
- [+] add the object
critical hits:
- [+] "you hit xxx" "xxx turns to flee" "xxx's leg is bruised"
- [+] need losehp to NOT trigger fightback in this case - we will
trigger it ourself after crithit.
- [+] pass this as a param?
- [+] critical eye hits
- [+] scraped eyelid (slash, lower accuracy)
- [+] black eye (bash, lower vision range and charisma)
- [+] destroyed eye (pierce, permenant lower vision range!)
- [+] injuries heal heaps faster when asleep
- [+] redo f_injured flag to use an "enum INJURY" IJ_xxx
- [+] change how it is applied
- [+] change how it is announced (io.c)
- [+] change how effects work (search for F_INJURY)
- [+] pierce
- [+] pierced artery: v.high bleed
- [+] stabbed heart (instant death, very unlikely)
- [+] slash:
- [+] cut flexor tendon (cannot weild ANY weapon)
- [+] slashed hamstring (fall. skillcehck every time you move,
vslow movement)
- [+] severed finger
- [+] finger drops to the ground
- [+] ring drops to the ground
- [+] (get nobodypart bp_rightfinger or bp_leftfinger)
- [+] bash:
- [+] dislocated arm (cannot weild anything heavy in that hand)
- [+] broken rib (reduced carrying capacity)
- [+] swelled ankle (cannot remove or put on boots)
- [+] reduce hardness values
* [+] problem with skills: as you level up , you learn them less often
* [+] throw objects to set off traps
- [+] combination strike ability at expert wep level
- [+] reduce skill bonus to sc_stealth and sc_search
- [+] modify descriptions for all spells to explain the effect of spell
power
- [+] make chill work more like frostbite (but less powerful)
- [+] make beginner skills still only cost 1. above there thye csost
more
- [+] modify cha check based on remaining hp% (ie. less attractive if
you're bleeding everywhere!)
- [+] am i getting all level up skill messages? don't think i saw "you
can now detect magic" as a wizard.
- [+] can use "more()" more often now that it checks strlen(msgbuf)
first.
- [+] make askchar etc call more() first.
- [+] falling over should lower your visrange.
- [+] missile size should impact how hard it is to catch it
- [+] backstabbing doesn't seem to work..... fixed now ?
- [+] all non-movement actions should stop sprinting.
Cold spells:
- [+] l1 - glaciate (turns water to sheets of ice)
- [+] l1 - snowball (minor cold damage in a ball, 1 to all)
- [+] l2 - e "train" to train skills or go up a levle, instead of 'R'.
- [+] better way to learn spells (without spellbooks)
- [+] transcribe from scrolls using "study scroll"ability
- [+] sc_learnmagic
- [+] (int/2) + yourlevel + sorceryskill + BONUS:(spellskill*2)
- [+] difficulty is 20 + spelllevel*3
- [+] you lose the scroll even if it fails
- [+] same for learning from a spellbook!
- [+] but difficulty is 15 + sorceryskill + spelllevel*3
- [+] make pea soup be targetted. ie. make mist on top of your enemy,
not you!
- [+] implement maximum level in f_canlearn.
- [+] wizards - short blades at novice.
- [+] limit spell skills for some other classes?
ce shield? creates a shield
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
* [+] DIETY is slow.
- [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0
again!!!
* [+] ALLOW ROTATING OF VAULTS
- [+] BUG: dig X only goes 1 cell.
- [+] add a U shaped turn vault.
- [+] change wehre i apply HADRNESS for lfs! - don't use
adjustdammaterial cause we inherit there
- [+] make obchance/thingchance part of habitat_t
- [+] make sense surroundings take cartography skill into account
* [+] BUG: rotated at() etc not working.
- [+] if you fail stealing, the target should get angry!!!
- [+] make sure to redraw stat bar when mind scan finishes.
- [+] villages
- [+] initial code
* [+] town gaurds. stand next to the gate
- [+] potion shop vault
- [+] implement
- [+] potion shop isn't getting potions!!
- [+] and getting wrong floor type.
* [+] stop shop from always being at the top left.
- [+] make sure its x/y arent too close to edge of map (at
least 5 away)
- [+] vault param. f_mapmargin, 5
- [+] make calcroompos take x/y margin
- [+] don't put auto obs inside vaults
- [+] town walls
- [+] more kinds of shops
* [+] signs outside shops
- [+] bug with ai swapping between firearms and twohanded weapons.
fixed.
* [+] make _CELLS_ have habitats!
- [+] move vaultchance to a habitat param instead of
getvaultchance()
* [+] shopkeepers (special race)
village things:
- [+] barrels,
- [+] guards,
- [+] statue
- [+] thrown objects should still take damage if blocked via a shield
* [+] hardness (must do dam >= xx to hurt)
* [+] WATER spread mods
* [+] very powerful spells have casttime
- [+] allow linkstairs() to take a parameter rather than always jsut
searching for the other end
- [+] when digging holes, only use getrandomadjcell if there is an lf
in the way. and then use WE_NOLF. clear out solid cells
- [+] show armour EVASION penalty in describeob
- [+] teleportation trap. You reintegrate inside a solid object! You
die.--More--.
- [+] riverroom vault
* [+] water: swap { and ~ again??
- [+] make "large puddle of water" evaporate more quickly
* [+] special glyph case: for deep water
- [+] don't drip blood from melting damge
* [+] climbing
- [+] LOTS of bugs with holes
- [+] cope with walking diagonally off world map
- [+] can no longer walk off the world map!!!
* [+] BUG: worldmap 0,-1 had a link to dungeon!
- [+] Dig down into a pit - CRASH. fixing previous one might fix this?
* [+] CRASH:
* [+] walking onto water:
- [+] boots of stealth / elven boots - make footstep volume = 1
* [+] f_freezingtouch
- [+] replace f_target with f_targetlf
- [+] wantrange. for melee fighters (default), it's 0. for
spells/archers, it's higiher.
- [+] if we are further away than bestrange, move towards.
- [+] if we are closer than bestrange, move away
- [+] AND: move to wantrange before doing spells etc
- [+] if we have a ranged attack and wantrange is default, increase
it.
- [+] in movetowards/away, cells in the wrong dir should NEVER be
acceptable!
* [+] mflag_push for monsters
http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst
er-ai-part-three.html
- [+] randomly use ranged attacks when adjacent
* [+] show trail in askcoords
- [+] when throwing, pass range to askcoords
- [+] max monsters per room is depth + 1
* [+] why do humans take ages to appear?
- [+] fireball spell is slow
- [+] why can i throw objects through magic barriers?
- [+] add a bonus for mastery of cartography - magic mapping every 50
turns.
- [+] crash with monsters moving off edge of world map
- [+] make magic barriers be ON stairs, not around them.
- [+] handle DIAGONAL entry to maps
- [+] OR make this impossible.
- [+] druid should get auto nature knoeldge as they levle up (levs 5 10
15).
- [+] CRASH flagpile corrupt
- [+] happening during AI movement.
- [+] make lightning storm only hit enemies
- [+] store last known movement dir in TARGETLF and PETOF.
- [+] limit monsters per room not working?!?!
- [+] make askcoords let you show object piles with .
- [+] make askcoords say "A magical barrier (+xx other objects)"
- [+] combine getlastknownmovedir into getlastknowncell
* [+] BUG: secret doors are showing up as . again!
* [+] implement trails (footprints & scent)
* [+] aimovetowardslf(lf, wantattack)
* [+] make pets use wantdist code?
- [+] what does expert/master tracking give you?
- [+] ex: your tracks don't last as long
- [+] ms: you don't leave tracks.
- [+] change f_reducemovement from multiplier to addition
- [+] comma still showing up scents and footprints incorrectly!!!!!!!!
Initial shallow/deep water:
- [+] restrict movement
- [+] check for drowning in turneffectslf AND movelf
- [+] warn before walking onto dangerous objects.
- [+] change how walkdam works for deepwater.
- [+] don't use walkdam flags.
- [+] don't make splashes of water on top of deepwater.
* [+] deep water will drown you if
- [+] don't leave footprints in either
- [+] create steam on fire damage, but don't CONVERT to it.
- [+] f_waterbreathing
- [+] can't drown in water
- [+] extra damage from cold/elec if in deep/shallow water
Initial swimming implementation
* [+] sacred/cursed ground
- [+] vending machine
- [+] don't transfer f_rarity flag when making objects / lifeforms.
Initial work on adding a goal to the game!
- [+] should ALWAYS be blank (' ')
- [+] The fire giant forgecaller incinerates you with a flaming
morningstar.--More-- HP:-115193/139
- [+] barbarian should start with a heavy weapon (to do heavy blow with)
- [+] chang epegasus symbol to Q
- [+] stop sprinting when you open a door, attack, etc
- [+] "the darkmantle vanishes" "the darkmantle appearS" "the
darkmantle steps though the shadows"
- [+] when generating humanoid monsters on dark levels without
seeindark, high chance of them having a torch/candle
- [+] all undead should seeindark
- [+] major healing pot doesn't work
- [+] crossbow should do more damage
* [+] aiming skill - determines accuracy of firearms
* [+] change spellbooks to be a single object ("spellbook")
- [+] call wind spell
- [+] make plants boost power of druid spells
- [+] secret iron door showing up as '.'
- [+] table shoudl be misc, not dfeature
* [+] implement sound volume. 1 - xx
* [+] some monsers have f_varlevel. v0 = max.
- [+] implement 'say'
* [+] bandits should demand a bribe (based on their hit dice)
* [+] replace graph paper with cartography skill
- [+] lightning bolt (air, goes THROUGH all lfs until the target one.
less damage than fireball though.)
- [+] no casting spells while prone
Initial world map implemention.
- [+] maps need flags.
* [+] when in world map, calculate rarity differently based on distance
from 0,0
* [+] allow walking off edge of forest to new map areas
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
- [+] make sheilds very good against projectiles
- [+] make smoke just REDUCE vision, not block it.
- [+] noncorporeal should stop grabs!
* [+] don't say 'a javelin is damaged' when you throw it, just apply
the damge
- [+] increase damage bonus with every lore level. +10% each time
(ie. up to 50% at top)
* [+] give accuracy + critical bonus for lore levles too
- [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle]
- [+] Show Pain on botl.
* [+] more staves
- [+] low hitpoint warning for pets (or make them shriek, whine, etc)
- [+] CRITKNOCKDOWN
* [+] FINISH GRIZZLY
- [+] undead should be immune to poison!!
- [+] make code to auto add flags to undead.
- [+] if you ever move a door (ie. airblast), automatically open it.
- [+] young wolf shouldn't be able to open a door!
* [+] You throw a dart at the carpet snake. Your dart misses
you.--More--
- [+] no sprinting while burdneed
- [+] blood should be drawn BELOW stairs
- [+] weilded torch should do 1d4 fire damage (counts as a club)
* [+] The skeleton touches a leather belt then recoils in pain!The
skeleton drops a blessed leather belt.The skeleton puts on a
leather belt.
- [+] don't show "you can cast it at power level xxx" for abilities
* [+] more item randomising
- [+] make grey ooze splatter into acid
- [+] "the vine grabs you" if you walk onto an entangling vine.
- [+] don't start monsters within player's los
- [+] properly randomise sticks to snakes
- [+] stirge
- [+] leech (like stirge but can charge/leap, and slightly more hp /
damage)
- [+] treesnake
- [+] constrictor
- [+] cobra
- [+] stickes to snakes - make caster's weapon revert.
- [+] A something comes into view.
- [+] is invisibility code working properly when you see someone use
the invis spell?
- [+] don't include cosmetic objects in 'you see xxx'
* [+] monsters: don't use spells if you don't have lof.
- [+] pets not following around corners if you move diagonally. fixed a
little.
- [+] summon small animals (2-3 x SZ_SMALL)
* [+] jet of water
- [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc)
- [+] lightning storm (lightbning everyone within los, and more damage)
- [+] summon large animals (SZ_LARGE, horse, bear etc)
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
- [+] xat shouldn't be able to open doors!
- [+] semicontrolled createmonster
* [+] implement semicontrolled teleport (can pick the general direction)
* [+] change how semicontrolled teleport works
- [+] make identify/remove curse more common
- [+] make minorheal/heal more common
* [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit?
i got to 30ar very fast! (ie -45% dam)
* [+] make a special case for F_FLAKJACKET
- [+] BUG: glowbug is causing PERMENANT light, not temp!
- [+] diety ability - levelup
- [+] new damtype: necrotic
- [+] drain life spell
- [+] make water evaporate
- [+] BUG in validating target cell. was asking a monster for input
* [+] boots get wet if you walk in water
- [+] why does oil lamp and pil lantern make the same range of light?
- [+] fixed another vending maching crash
- [+] crash due to sprinting?
- [+] 2 blessed flask of battery acids
- [+] "This is a wand!" - don't use code for hiding names in the dark!
* [+] animals shouldn't eat their own race!
- [+] gem of seeing costs nothing!
- [+] frozen weapons do +1d4 cold damage
- [+] allomancy/psionics don't need spellcasting
- [+] poison isn't being announced on mosnters?
- [+] "you are full" only interrupt if we went < normal (ie peckish
starving etc)
- [+] only F_HUMANOID creatures can wear armour / use weapons
* [+] what does a masterwork bow do?
- [+] implement strength requirements on weapons
- [+] UNDEAD cannot be poisoned by eating corpses!
- [+] ai lfs shoudlnt' eat tainted food
- [+] change how gravboost works wrt movement
- [+] smart ai lfs shouldnt move when in pain
- [+] don't stop walking if the only things there are non-pickupable
- [+] make mosnters swap places with each other if they are the same
baseid
* [+] scroll of permenance
- [+] make more monsters have gold
* [+] can learn novice level weapon skills by using one a lot
* [+] finish hawks
* [+] add colour
* [+] job attribs aren't working
- [+] pile of ash has weird glyph!
* [+] when you learn the first rank of some magic skills, you get a
spell with it
- [+] add colours to statbar
- [+] can only "stop on xxx" if you have feet
- [+] monsters shouldn't attack other to get to wanted objects.
* [+] "xat throws a knife"
- [+] manaspike doing no damage to giant newt
- [+] assign colours to rings
- [+] prevent autoswap if there is somethign dangerous to the other lf
in your cell
- [+] sometime give monsters random loot (if they dont have f_nopack)
- [+] stop sprinting and spellcasting if you slip.
- [+] impement "C"ommunicate command
- [+] ' with who'?
* [+] list of options:
- [+] can throw items TO allies
- [+] improvements to getbestweapon()
* [+] give xp for using can of insecticide
- [+] fix monser spell casting
- [+] in describeob, include BONUS for armour
- [+] monsters start asleep and make spot checks ?
- [+] make them start asleep
- [+] then make this random
- [+] sound will wake them (ie. "makenoise")
- [+] when you move, make SC_STEALTH check. if you fail, you make
noise!
- [+] must pass LISTEN check OR have los to hear something.
- [+] "the blowfly falls asleep" "the blowfly appears" when summoned.
- [+] don't show 'falls asleep' while being created!
* [+] don't start summoned mosnters asleep!
* [+] clean up bresnham functions
- [+] hearing - instead of just using distance, use distance modiied by
# of walls!
- [+] getcelldistsound() - each wall counts as an extra cell!
- [+] add WALK/FLY noises to all monsters!
- [+] don't show 'you hear xxx' when resting.
- [+] extra damage for weapon skill (up to 50% extra)
- [+] make broken glass crushable
- [+] only interrupt rest for non-peaceful, non-friendly monsters
- [+] save to fight off poison
* [+] beholder is never using its BITE attack
* [+] need a price for manuals!!
* [+] change"dobresnham" to populate an array of cells
- [+] make ai cast animate metal (if they ahve a second weapon)
- [+] implement getallegiance() to clean up isfriendly / ispeaceful etc
- [+] bug - f_else f_ifpct etc not working in startobs
* [+] OT_S_CHARM
- [+] update askcoords to show "weilding x AND Y"
- [+] stop enemies from throwing firearm ammo somehow
* [+] implement
- [+] pacify spell
- [+] make spellbooks less common
- [+] detectmetal not wokring. fixed.
- [+] detectobjects spell
- [+] cleanup using flagcausesredraw()
- [+] increase odds of weapons in rooms, and max ob count in rooms
* [+] "you arrive at level 2" "it is pitch black" - but it isn't
- [+] make detect magic find more things
* [+] make some objects harder to identify? from easy->hard
* [+] magic item usage skill
- [+] with 'R', ask "heal mp, hp or both?"
- [+] make dt_fire damage evaporate water.
- [+] make ring of sight increase nightvis and nomal visrange slightly
too
- [+] FIX seeindark to give RANGE.
* [+] BUG: monster moved on top of me!
* [+] boost spells
* [+] more boost spells
- [+] modify accuracy based on size difference.
* [+] ooze should hurt objects it steps on
* [+] resist magic save
- [+] potion of blood
- [+] ability to fill a potion with blood / water
- [+] better potion -> splash code.
- [+] stop stoning when you polymorph
- [+] can't stone incorporeal or gaseos things
- [+] cockatrice blood
- [+] cockatrice
- [+] when being stoned, give 1 turn's grace
- [+] gain/lose text for "CANWILL"
- [+] things killed by poison gas should have tainted corpses
- [+] make troglodyte corpses poisonous
* [+] smallteeth vs teeth
- [+] fix hitconfer code
- [+] simplify AI spell code
- [+] sense surroundings - use power for radius!
- [+] OT_A_LEARN for dietys
* [+] getspellname(spellid, power)
* [+] max powers
- [+] Created monsters need f_xpval = 0
- [+] createmonster - let player choose the type at high power (ie. 8)
- [+] peaceful monsters are still attacking other ones!
- [+] explosions knock you back from centre of it!
- [+] manuals - teach you a skill, or enhance it.
- [+] wand of weakness not being identified.
* [+] more wizard mp reegn fixes
- [+] if you walk into a wall which you can't see, you DO lose hp.
- [+] maybe make it you CANT always see your cell?
- [+] "you feel" instead of "you see" if you have no light source ?
- [+] make it so you dont need LOS to cast spells
* [+] if you arrive in a dark cell after movement show msg
- [+] cannot INSPECT when blind.
* [+] reduce mp heal skill check difficulty since it takes longer
begore triggering.
- [+] replace gamestarted/loading with gamemode.
- [+] fix spellpower calculation during validation of races
- [+] let "produceslight" go non orthogonal for radius=1
* [+] more frequently appearing light objects
* [+] allow use of oil potion to unjam doors too.
- [+] don't behead tiny/small things
- [+] rats / batsshould be hostile!
just can't attack?)
- [+] glow bug corpse in empty flask
* [+] auto hit if paralyzed/frozen
- [+] allomancer has permenant detect metal
- [+] remove detect metal spell
- [+] make detect magic last way longer (at least triple)
* [+] change scrolls to wands:
* [+] on "behead", leave head?
- [+] allomancer way to heal using metal? like absorb metal but costs
more.
* [+] way to see spell descriptions
* [+] replace most occurensces of getmovespeed() with getactionspeed()
* [+] "sprint" ability
- [+] remove curse scroll!
- [+] need average IQ to know if something is rotting!
- [+] make mosnters rest.
- [+] create monster needs to cope with 'xxx wizard'
- [+] ie. if no match on name, look for job suffixes
- [+] if found, strip it, make the monsters (force no job!), then
apply the job
- [+] rotting corpses turn into bones
* [+] Monster wizards start with a _random_ book, not flamedart.
- [+] 'R'esting bug.
- [+] waited forever. NEver gained any hp!
- [+] need to somehow check when resting that we _ARE_ actually
gaining hp... ?