- [+] it DID, but it dropped it cuase it was hot.
- [+] griddler should be immune to redhot! (testing shows it
currently isn't)
- [+] once prisoners give you a reward, they shouldn't be allies
anymore (ie shouldn't follow you up/down stairs)
- [+] portal to realm of gods hsouldn't work until you have a godstone.
- [+] why did potion of oil explode when i threw it?
- [+] for unique monsters, instead of "jimbo's armour protects it", use
"jimbo's armour protects him"
- [+] use f_gender
- [+] this replaces F_GODOF.
- [+] change gods to use this too.
- [+] change cloak of shadows - only work if max vis range is low ?
- [+] monsters can't see you if they are >=3 away
- [+] F_SHADOWED
- [+] more amulets
- [+] of the traveller (go to a much deeper level or branch when
you put it on. go back when you take it off)
- [+] implement
- [+] usually start cursed
- [+] boost piety gain
- [+] soul feasting
- [+] acrobatics (tumble/jump)
- [+] choking
- [+] first add f_nobreath
- [+] doesn't work if you don't need to breath
- [+] hydra blood poisonous
- [+] handle "linkrace:xxx splash of blood"
- [+] make bleed() use this.
- [+] add f_venomblood to r_hydra (and others?)
- [+] make filling potions from blood check for
f_linkrace->f_venomousblood
- [+] maybe handle this more elegantly.
- [+] add f_bloodfillob to blood objects (inherit from lf)
- [+] fine, but what about addobsinradius? make it populate
retobs!!!
- [+] change f_venomblood to f_bloodfillob->ot_pot_poison
- [+] remove "linkrace:xxx" code from objects.c and from bleed()
- [+] flashbang shouldnt affect user (you would look away)
- [+] add F_THROWNBY to objects when you throw them.
- [+] stop initial revolvers from starting with 'a rubber bullet'
- [+] dry ice grenade - csats "snapfreeze"
- [+] needs f_spellcloudondeath
- [+] implement
- [+] spiked club
- [+] The hawk critically claws your hands. Your !
- [+] fixed.
- [+] need another way to unlock chests
- [+] bash them
- [+] if it is trapped, high chance that the trap will go off
- [+] if you attack something which is locked, it has a small
chance of becoming unlocked
- [+] rnd(1,your_str) must be > lockdiff!
- [+] different unarmed attack verbs for monk
- [+] javelin of lightning
- [+] when you throw it:
- [+] dothrow() calls spelleffects(LTBOLT)
- [+] then uses up one charge
- [+] if charges are left:
- [+] reforms in your hands
- [+] otherwise it turns into a normal javelin
- [+] shovel
- [+] jackhammer (like pickaxe but faster)
- [+] wolf
- [+] hawk
- [+] bear
- [+] worker ant (but not soldier ant)
- [+] player shouldn't know if mosnters are peaceful or not
- [+] ie. no warnings when attacking them
- [+] no swapping places
- [+] don't show "(peaceful)" in io.c askcoords()
- [+] need isknownpeaceful()
- [+] lv1 negotiation will fix this. maybe rename it though:
- [+] psychology
- [+] psionic spells:
- [+] boost confidence
- [+] wild spells:
- [+] pyrotechnics
- [+] absorb metal should give you hp if you already have ful lmana
- [+] 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 ?)
- [+] gust of wind has higher chance of knocking down small creatures
- [+] check: ensure vault names have no ' 's
- [+] loading bug: celltype id 0 doesn't exist.
- [+] loading bug: adding minotair - don't call sethomeroom()
- [+] fixed - bones bug: "2 loaves of stale bread"
- [+] crash when object thrown away by holy circle dies.
- [+] armour with "permenance" cast shouldn't be able to be healed
either!
- [+] use immutable instead of invulnerable
- [+] if you weild your spare weapon (and dont have a spare), remove
'spareweapon' flag!
- [+] skoob should be made out of "water", not "ice" (don't want it to
have hardness)
- [+] change its material
- [+] hitting water-based lfs should rust weapon!
- [+] rusted weapons should have 10-30% chance of giving tetanus.
- [+] low chance of spasm each turn (5%)
- [+] "your [xx] spasms/contorts violently!"
- [+] hand = drop weapon
- [+] leg = fall over
- [+] jaw = nothing
- [+] back = spine broken, you die
- [+] tail = tail broken
- [+] chest = rib broken
- [+] wings = stop flying
- [+] electricity damage confuses robots
- [+] poison's power increase chance of its effects happening
- [+] whenver tetanus effect fires, increase power.
- [+] electric damage spreads through water
- [+] create water spell (like grease, but just makes water)
- [+] objectgrowth spell shoudl use f_growsto instead of hardcoding
- [+] v0 = obid or celltypeid
- [+] vt = determines VT_ob or vt_cell
- [+] then add shrink spell which uses f_shrinksto
- [+] deinfe it
- [+] add effects
- [+] specail case - brazer -> helmet should be red hot
- [+] hecta should mind attacking evil peaceful creatures
- [+] ai should still flee with bleeding legs
- [+] bandit had 90hp - problem with varlevel!! have changed
calculation.
- [+] monsters now just get 1 extra hit die per level after the
first.
- [+] only some branches should use region->depthmod. others only use
regiontype->depthmod.
- [+] spell: disrupt undead -
- [+] announce 'shatter' spell: you hear an ultra=high pitched
whining/ringing.
- [+] announce'sleep' spell: suddenly, you feel very drowsy.
- [+] inducefear: too powerful. tweak skillcheck values.
Initial work on baba yaga (sylvan forest boss)
- [+] parserace needs to cope with lazy etc.
- [+] make enum BEHAVIOUR
- [+] make behaviour_t
- [+] id
- [+] name
- [+] flags
- [+] killbehaviours()
- [+] addbehaviour() calls to define them
- [+] cleanup callsk illbehaviours
- [+] givebehaviour(lf, enum behaviour)
- [+] getrandombehaviour()
- [+] instead of checking f_behaviour->text, use
findbehaviour(f->behaviour->val[0])->name
- [+] parserace should handle these and populate wantflags
appropriately.
- [+] add disease incubation times (instead of getting them right away)
- [+] OT_A_TRIP should be a lot harder on anything with more than 2 legs
- [+] monster fleeing up/down stairs should anger hecta
- [+] reduce short bow damage.
- [+] add composite bow (between short & long)
- [+] need magic/silver weapons to hurt MT_MAGIC things
- [+] spirits should no lnoger be made of "MAGIC" - make them
something else. flesh will do.
- [+] in attack.c, noncorporeal check should also check for silver
/ magic weapons
- [+] describe noncorporeal in io.c if knowledge is high enough.
- [+] new spell casttype: ct_sounbased. deafness protects.
- [+] Banshee (7hd, spirit, death keen at night) - blue / red 'p'
- [+] death keen = sonic damage"midnight dirge"
- [+] but only at night.
- [+] harpy: 7hd - orange 'A'
- [+] charm (via sound, so sonic prevents)
- [+] 50% chance of bone club
- [+] bite, claw
- [+] take lifeform_t * for usevis instead of boolean
- [+] add new option "useorigrace" for shapechangers
- [+] whips
- [+] F_WHIP
- [+] new skill: sk_whips
- [+] basic trais:
- [+] high accuracy
- [+] lowish dam
- [+] pierce/slash/bash damage
- [+] some will let you cast 'snatch' and suck
- [+] no crit chance
- [+] examples:
- [+] bull whip (lowest damage)
- [+] flail (ie. chain whip ,change type from club to whip)
- [+] heavy flail
- [+] metal-tipped whip (flail with higher acc)
- [+] barbed whip (causes piercing damage as well)
- [+] io.c @@ should take extradam into account
- [+] describbeob() should show F_EXTRADAM
- [+] change morale values - this shoudl default to your TR, otherwise
f_morale replaces it.
- [+] CRASH in doknowledgelist()
- [+] hecta bug: fixed!
- [+] You bisect the kobold! The dying kobold shouts "Nooooo!".
Hecta's voice grates against your mind:
"You allowed my sacrifice to escape!"
- [+] is this because i'm calling "flee" after the lf takes
fatal damage but before die() is called?
- [+] NO, because flee() checks isdead(lf)
- [+] it's happening when i kill a monster, and another one of
the same type sees me!
- [+] change: only trigger this is the player has previously
attacked the monster
- [+] replace fire titan with balrog
- [+] You bisect the giant gnat! The dying giant gnat shouts "Nooooo!".
- [+] fixed.
- [+] boggart -brown 'n'
- [+] made of wood
- [+] cause things to disappear
- [+] cause milk to sour (low power blight)
- [+] scared of salt
- [+] demandgold
- [+] briar thrash (spiky) - yellow 'T' (grab)
- [+] bingebark - red 'T'. wants edible, canwill snatch
- [+] leshy (human with leaves) - green 'h'
- [+] manticore - red 'm''
- [+] lion, bat lings, man head, tail tipped with iron spikes
- [+] carnivore
- [+] human sized
- [+] shoots 1-6 spikes. each spike does 1d6. too much!!
- [+] change this to be 5d3 damage per volley.
- [+] ie missiledam 4d3
- [+] can do this once every 50 turns.
- [+] can fly
- [+] claws - 1d3 1d3
- [+] want gold (non covet)
- [+] make it grimoire.
- [+] don't learn the first spell automatically
- [+] only start with 3 spell schools, and they must be from:
- [+] wizards with no subjob:
- [+] get a grimoire rather than a spellbook. but first spell is
always mana spike?
- [+] need some frequent forest vaults
- [+] tree passage:
- [+] tree circle
- [+] more enlarge/shrink object effects
- [+] wooden door = wood wall
- [+] wooden barrel - wooden dor
- [+] i turned into a cloud of gas. why was i not flying?
- [+] when you polymorph to creautre with natural flight, start
flying right away
- [+] show %age chance when studying a scroll
- [+] redo skillcheck code so we can calculate % chance beforehand.
- [+] automatically unlock all doors in starting room
- [+] reduce accuracy for innate attakcs- at the moment they always hit!
- [+] based on agility.
- [+] test with monk......
- [+] You have the following spells active:
3 damage reduction, vuln to fire
- [+] grimoire - why could druid see 'knock' ? think this is fixed now.
- [+] new killverbs: "murdered" "slain"
- [+] superheat not working if you miss. fixed.
- [+] skillchecks for NC_SPELLEFFECT noises should always succeed.
- [+] modifydamage dealt now that monsters have more hp:
- [+] initial wizard spells
- [+] chill
- [+] spark
- [+] manaspike
- [+] later wiz spells
- [+] fire on ground
- [+] new type of spellbook:
- [+] general - one spell from each school "spell tome" ? "xxx's
grimoire"/
- [+] another flagpile corruption bug.
- [+] asked a mammoan hunter to join me.
- [+] Marcus shouts "Beware a mosquitoid!". You hear heavy
footsteps.
- [+] Assertion failed: ("flagpile is corrupt!" == 0), function
checkflagpile, file flag.c, line 456.
- [+] (timeeffects on footprints)
- [-] when you "vomit then wake up", need to recalc los
- [+] killflag() is meant to fix this!
- [ ] why isnt it working?
- [+] bug: wasn't identify()ing starting weapons when you selected them.
- [+] allow temples to try to belss unknown objects.
- [+] allow describing obs from askobmulti()
- [+] warrior read a grimoire, why did it get identified? fixed.
- [+] reduce cost to repair stuff
- [+] dancing flame -l1: fires spread to adjacent lfs
- [+] cleansing fire = l2: use nearby fire to heal -heal (power*20)%
from each one.
- [+] maxpower 5
- [+] quicken fire - l4: make flame primarliry
- [+] magic barriers should vanish if you walk into your own one
- [+] implement
- [+] fleeing from something with F_NOMOVE shouldn't be cowardice
- [+] fix crash in check_for_block()
- [+] new branch: sylvan forest
- [+] entrance to this branch: hollow tree?
* [+] add some forest vaults
- [+] get rid of 'the sun is coming up" messages
- [+] nature spells which work better outside need to change...
make it 'when in sylvan woods' instead
- [+] need a spell to teleport to entrance of a branch!
- [+] done. TRAVEL.
- [+] saving "a clear fountain"
- [+] getobnametrue() needs to show "a fountain of xxxx" or "a
water fountain"
- [+] addobject() needs to handle "fountain of xxx" or "water
fountain"
- [+] don't generate bones file while debugging
- [+] should amour really be 'battered' at 98% ?
- [+] make 85 and abve still mean 'pristine'
- [+] reduce bjorn cowardice anger amount
- [+] snakes shouldnt follow up stairs
- [+] fix broken f_accuracymod.
- [+] unicode for trees and dense bushland.
- [+] bug loading again......related to gratings
- [+] don't inherit alignment when giving jobs to monsters
- [+] problem:
- [+] i get teleported into deep water then
- [+] you are drowning
- [+] you are drowning
- [+] you are drowning
- [+] you die.
- [+] was calling checkfordrowning() too often.
- [+] also prevent random teleports into dangerous cells
- [+] accuracy bonus for weapon skill wasn't working!! fixed.
- [+] remove damage done to armour
- [+] rename greater mummy to mummy king
- [+] most robots shouldn't be able to use stairs. F_NOSTAIRS
- [+] most undead don't use stairs either
- [+] rename "donate" to"offer an item"
- [+] high speech or racial knowledge should list possible items when
you offer
- [+] insert this at adept level
- [+] bump everything else upwards
- [+] when offering objects, use SPEECH check, not MORALE.
- [+] felix shoud like offering bribes
- [+] yumi should like calming people down
- [+] 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
- [+] lich
- [+] lifeob = ornate glass jar
- [+] can walk up to 12 away
- [+] chilling touch
- [+] mindshield
- [+] teleport back to jar on death
- [+] monster ghosts have lifeob = corpse, which we generate.
- [+] but DONT let them possess the player ? or dont let them
possess anyhting ?
- [+] mosnters should say noooo! if their lifeob is destroyed
- [+] lifeobs need a link back to owner f_lifeobfor xxx
- [+] lifeob check wasn't including the lf's cell itself.
- [+] spellcasttext for dryad - "Charm" = beckons
- [+] poltergeist should be invisible
- [+] troll should covet food
- [+] avian - birds should be friendly
- [+] scroll of permenance should make armour invulnerable
- [+] amulet of mind sheild - immune to psionics
- [+] parserace() shouhld handle "random _baseid_" ie. random ant,
random troll etc
- [+] vault: troll cave (very rare)
- [+] trolls
- [+] bones
- [+] cooked corpses
- [+] bug: minions not being created in vaults.
- [+] vault: ant nest
- [+] queen ant
- [+] dirt floor
- [+] lots of ants
- [+] LOTS of food.
- [+] reduce flame volume
- [+] vault maintainedge not working. slightly fixed now?
- [+] vampires are turning into gas clouds but then trying to attack.
- [+] new amulets
- [+] Of evolution (turn into a merman in deep water, aviad instead
of falling, (fireres humanoid) in fire, (coldred human) in
cold)
- [+] in deep water and can't swim? turn into merman
- [+] about to fall through a hole? turn into a flying aviad
- [+] in fire and not resistant? turn into a Lavax
- [+] in cold and not resistant? turn into sasquatch
- [+] all polymorphs are TEMPORARY (5 turns or so).
- [+] no autoid
- [+] of bloodthirst - walking over blood heals you!
- [+] no autoid
- [+] Of graceful swimming (auto turn into a swan when you enter
water)
- [+] no autoid
- [+] paranoia (5% chance per turn to create monsters out of sight,
but in lof)
- [+] they will make a "walk" noise right away
- [+] or something just "you hear xxx right behind you!"
- [+] air spells:
- [+] create whirlwind - make a single whirlwind
- [+] implement
- [+] ethereal steed - move very fast and levitate
- [+] f_autocreateob whirlwind behind you
- [+] whirlwind object throws any lfs/objects around randomly
- [+] tornado - creates a single tornado at a given location (more
powerful). it moves around randomly, kills adjacent walls.
- [+] F_OBMOVESRANDOMLY
- [+] find an adjacent cell (walls ok)
- [+] kill any walls there
- [+] move there
- [+] hurricane - creates a cross cloud of whirlwinds (very
powerful!). these move around randomly and kills adjacent
walls.
- [+] implement
- [+] make them all move TOGETHER.
- [+] djinni / genie
- [+] invisibility
- [+] gaseous form
- [+] illusion? mirror image ?
- [+] permenant ethereal steed effects
- [+] airblast
- [+] gust of wind
- [+] efreeti
- [+] wall of fire (new spell)
- [+] gas form
- [+] enlarge
- [+] flame pillar
- [+] when summoning a monster with a lifeob, place it under them?
- [+] druid should learn canwill plantwalk at some point... level 7
- [+] allow f_cancast to have a timer too, like canwill. (so that
monsters only cast certain spells sometimes)
- [+] is ai plantwalk working?
- [+] seems to...
- [+] but then i get "something casts a spell at you!"
- [+] aigetspelltarget is setting targlf to player. FIXED.
- [+] ai keeps on casting plantwalk after doing it once.
- [+] ai needs to sto fleeing after casting plantwalk successfully!
- [+] this is because after stealing, we are fleeing for a time
limit, rather than PERMENANT
- [+] once this is fixed, add spellcasttext plantwalk = null for
dryad.
- [+] NEw code: if you teleport, and you were fleeing, and you can no
longer have LOF to the one uou're fleeing from, STOP.
- [+] The dryad vanishes! A dryad moves out of view.--More--
- [+] don't say both!
- [+] change CHARMEDBY code for player:
- [+] walk towards charmer, then give them your stuff!
- [+] dryad brown 'T' (tree creature)
- [+] knife
- [+] must stay near oak tree
- [+] can "plantwalk" between oak trees (or other plants).
- [+] cast spell at cell with plant, warps you to a random one
- [+] for player: reveal all cells with trees, then ask
you which one.
- [+] range 1
- [+] maxpower 1
- [+] ai casting: must be a plant in range.
- [+] emergency code: if not within lifeob range, move back!
- [+] can cast sleep
- [+] wants gold/gems/weapons
- [+] home oak tree contains gems
- [+] steal
- [+] stayinroom
- [+] charm
- [+] AI shouldn't ever walk away from life ob!
- [+] ai homeob gems aren't appearing
- [+] if monster dodges your first atatack, cancel the second!
- [+] make god anger/happiness fade over time, unless they are enraged
(1 per turn ?)
- [+] chance of fading is 1 in (abs(piety)/100)
- [+] don't include " [tried] when dumping bones!
- [+] "repair all"!
- [+] implement repairall
- [+] make repairall like eating (auto action)
- [+] time taken when you fall down should be longer
- [+] F_STAYINROOM monsters will go back to their lair if they ahve no
target.
- [+] more object decay in bones files:
- [+] blood splashes/pools become blood stines
- [+] all objects have a 1/4 chance of vanishing (someone picked
them up)
- [+] resting should only please glorana if your'e actually worshipping
her!
- [+] exploit: stand outside jimbo's room and pelt him! fixed.
- [+] random "behaviours" for more/less hp
- [+] around dlev 8-9, monsters are too easy. at this point i'm
dealing 10-20 damage per hit.
- [+] give monsters a "Challenge Rating" seperate to their hitdice.
- [+] instead of gethitdice(), use getcr()
- [+] change dumpmonsters
- [+] use cr() to determine what monsters will appear, not hit dice.
- [+] that way i can have certain mosnters have more hp, but still
appear higher in the dungeon
- [+] initially, assign CRs based on hit dice
- [+] when rolling hitdice for monsters, always give maximum, then
go up/down by 15%
- [+] monsters shoiuld always know spells from their spellbooks.
- [+] 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)
- [+] oval
- [+] chasm
- [+] room split in 4 by glass
- [+] concentricroom
- [+] Crash when a vault uses the object 'hole in the ground'
- [+] better method of giving spells to monsters
- [+] f_randomspellcount v0=amt
- [+] f_randomspellschool v0=ss_xxx v1=minlevel v2=maxlevle, text
= pw:xxx or null
- [+] if power not given:
- [+] castig power is (starting depth / 2)
- [+] limited by spell's max level.
- [+] OR
- [+] f_randomspellcount v0=amt
- [+] f_randomspellposs v0=spellid, optional text = power.
- [+] include these in validateraces
- [+] populate monsters...
- [+] TEST! (with fire sprite, check if it casts a spell other then
fire dart)
- [+] if monster is randomly given the job "j_wizard", you MUST pick a
subjob too!
- [+] go back to using CANCAST for monster spells, so that they show up
properly in a mind scan.
- [+] druid should start with sickle as secondary weapon.
- [+] healing not hurting undead - should be fixed now.
- [+] add description of spell powe calculation to spell skills
- [+] increase obhp of armour
- [+] i was a druid, levelled up to l4, and didn't get a new spell!
FIXED. wasn't refreshing LEVSPELLSCHOOLFROMX.
- [+] make it a lot harder to get "beheaded" etc.
- [+] show real object name in "killed by a thrown xxx" even if you
didn't see it
- [+] short blades shouldn't be able to behead.
- [+] monster threat calc should take #attacks into account!
- [+] CTRL-DIR to turn isn't working agian. fixed.
- [+] make peasoup have range 1, rather than just going straight in
front of you.
- [+] power 1 glyph of wardning useless. fixed.
- [+] reduce zombie maxattacks to 1.
- [+] bug: Are alcohol no longer covered in (null).--More--
- [+] make merlochs much more rare.
- [+] light recalc is MASSIVELY slow on some levels.
- [+] for now: remove dark levels completely?
- [+] "You see 2 sheet of ices here."
- [+] remove F_FROZEN when you cook something.
- [+] frostbite should do a little more damage. d4 instead of d3.
- [+] "%s staggers backwards, but stands its ground."
- [+] every size over human gives 10% chance to avoid.
- [+] monster jobs
- [+] demonologist - can summon demons
- [+] shaman - summon animals
- [+] bezerker - can use rage
- [+] necromancer
- [+] add f_startjobs to monsters
- [+] in makedesc_race, combine skills up until screen width. ie:
- [+] Novice Listen, Novice CLimbing
- [+] Also combine abilities, ie:
- [+] Ability: jump
- [+] Ability: xxx
- [+] becomes:
- [+] Abilities: jump, xxx
- [+] more psionic spells!
- [+] psionic blast ? daels direct damage to intelligent creatures
( 1 to iq/10 )
- [+] anticipate action: next xxx attacks from target lf against lf
always miss
- [+] "you easily dodge %s%s attack."
- [+] fire should spread on carpetted floors? how to stop it spreading
to the whole dungeon ?
- [+] implement
- [+] test
- [+] new poison type:
- [+] migraine. sound causes pain (1 per volume?). light spells
cause pain too.
- [+] can get this from food too. (instead of gastro ?)
- [+] mental spell to give a migraine - "brainache"
- [+] eating raw meat can give you migraine, or gastro.
- [+] make makedesc_race take player lore skills into account
- [+] in describerace(), make title be:
- [+] Race::glowbug (beginner level knowledge)
- [+] LORE LEVELS:
- [+] NOVICE: common knowledge
- [+] breaths water
- [+] BEGINNER: only known if you've studied it a bit
- [+] nocturnal, damage resistances/vulns
- [+] silentmove
- [+] stability
- [+] ADEPT:
- [+] only know it if you've studied it a LOT
- [+] wantsobs
- [+] spells
- [+] morale
- [+] eating habits
- [+] when attacking something which is immune to your weapon,
warn you.
- [+] (if your lorelev >= beginner)
- [+] change io.c to use command_t table
- [+] when selecting your starting weapon, show damage and accuracy
- [+] scourge gains nullify at high levels
- [+] bug: ur-gnats not flying
- [+] had f_nospells AND f_canwill flight
- [+] made f_nospells not affect F_CANWILL, just F_CANCAST
- [+] shouldn't be able to cook firebug corpses
- [+] fire shoudl make crackling noises
- [+] nullify should anger god of magic, and not upset god of battle
- [+] nullify shouldn't affect natural flight fof birds
- [+] shouldn't remember your surroundings while raging
- [+] lfs shouldn't flee from themselves!
- [+] change attackverb for touch attacks.
- [+] eyebat gaze
- [+] "your pair of sunglasses protects you"
- [+] but the spellcast is never announced!
- [+] fixed.
- [+] stun() should make lf lose concentration
- [+] fix a few logic errors in gaze protection code.
- [+] when i go up level as a scourge, I'm getting "You have gained the
ability 'Nullify' (job perk)."
- [+] i should be getting You have gained the ability 'Nullify VII'
(job perk).
- [+] why isn't 'hte power appearing
- [+] also when i start typing nullify, it says "It is too powerful for
you to cast"
- [+] because levabil isn't keeping pw:xxx text
- [+] BUG in LEVABIL.
- [+] remove gravity school (move to "air")
- [+] mud should eventually dry out (but take 50 turns or so)
- [+] bug: " [@=stats Effects Items gic ?=describe ESC=quit]"
- [+] allow '?' from askgod() prompt.
- [+] when hecta changes you to a vampire:
- [+] don't change your hp!
- [+] don't chance your stats ?
- [+] add ?j for job descriptions
- [+] wrapprint: when caling line length, use modified strlen to ignore
^c or ^num
- [+] extra info in makedesc_job:
- [+] Attrib mods:
- [+] Strength: very high
- [+] IQ: Low
- [+] Alignment: Neutral OR Good/Evil etc, or ANY
- [+] starting skills: x, x, x, x, x, x
- [+] changes to paladin
- [+] cannot cast spells if using cursed weapon/armour
- [+] get rid of skillcheck to learn a new spell.
- [+] cyclonic shield should also damage attackers.
- [+] ^F#_#^? releases a cloud of red spores
- [+] ragefungus bug
- [+] "you are too tired to do that right now"
- [+] move this check out into useability.
- [+] test that minotaur still uses charge. (which costs stamina)
- [+] force sphere not working! fiexd, needed to limit "radius" to 1
minimum. also added animation.
- [+] reduce max jolt power to 5.
- [+] change initial sky wizard spell to jolt
"reflexive dodging" ability
- [+] first rotation in a turn takes no time
- [+] exploit: if you walk diagonally next to a monster, it moves to
your previous space!
- [+] fix: aigetlastknownpos should return the cell that trails
point to, not the cell _with_ the trails.
- [+] only recognise weapon quality (masterwork etc) if you are skilled
in that weapon or perception
- [+] cope with mosnter necromancers, etc
- [+] parserace should look for necromancer etc.
- [+] if so, set "wantsubjob" to SJ_NECROMANCER etc
- [+] move specialty mage code into "givejobspecialty"
- [+] Make wizard's job name depend on primary spell school.
- [+] "Demonologist", "Firemage", "Icemage", "Necromancer",
"Skymage", "Wizard" (wild)
- [+] instead of getjob() then j->name, use "getjobname(lf)"
- [+] f_jobname
- [+] i should never "hear voices chanting" from an abandoned temple
- [+] for monsters, show "its bite inflicts poison" in io.c racial
knowledge
- [+] casting healing on myself pleased Glorana twice!
- [+] one from casting a life spell
- [+] one from casting healing.
- [+] move ones from spell.c to castspell()
- [+] new flag: f_pleasesgod v0=godid, v1=howmuch
- [+] add to other spell objects:
- [+] f_pleasesgod
- [+] GODFIRE - spelllevel * 2
- [+] GODDEATH = spelllevel
- [+] GODLIFE = spelllevel*2
- [+] GODNATURE: spelllevle*2
- [+] show this in describespell
- [+] for god healing effects, use gainhp() so that it says "Your HP is
fully restored."
- [+] change F_RESISTMAG to be percentage rather than 1-20
- [+] make some gods' pleasure boost power of related spells
- [+] 1 per each positive levle of getpietylev()
- [+] glorana: life
- [+] hecta: death
- [+] only apply auto shortcuts for players.
- [+] subjob_t
- [+] addsubjob()
- [+] killsubjob()
- [+] show subjobs in job descriptions.
- [+] data.c: addsubjob(....
- [+] in job defs:
- [+] f_canhavesubjob sj_xxx
- [+] use this to determine whether to ask about them
- [+] redo getjobname
- [+] remove f_job->Text
- [+] speak with dead should only work on corpses of races which can
talk.
- [+] warrior subclasses
- [+] "Scourge"
- [+] gains magic resistance as you level up
- [+] == 5 + (level * 3) %
- [+] nospells
- [+] no mana
- [+] paladin
- [+] blessed gear
- [+] can will turn undead
- [+] healing magic
- [+] god = glorana.
- [+] cannot use spells if glorana is angry.
- [+] battlemage
- [+] starts with one spell school (fire/ice/air)
- [+] canlearn fire/ice/air spell schools
- [+] limited to adept in all schools
- [+] slightly less hp
- [+] no warrior abilities
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
- [+] stench should still affect non humanoid/animals if they have
f_enhancesmell
- [+] bug: god of fire should only be pleased by kills if you used fire.
- [+] luck should affect whether you gain abils from eating corpses
- [+] lower weight of four leaf clover
- [+] bug: when dungeon had different wall type selected, still got
scattered rock walls
- [+] death spells shouldn't please hecta if they fail
- [+] bjorn should restore stamina when you pray
- [+] show your score when you didn't make the hiscore table.
- [+] eating corpses for resistances
- [+] f_eatconfer on race defs. fill in text for stacking, ie.
resist becomes immunity if you already ahve it.
- [+] must have f_mutable.
- [+] have to eat mutant corpse first to enable this.
- [+] you gain f_mutable.
- [+] "Your body feels ready for mutation."
- [+] thereafter......
- [+] for resistances, you first take maxhp/2 damage of the same
type (with chance to ko rather than kill)!
- [+] inherited by corpses
- [+] eat shadowcat to see through smoke? this replaces the
temporary smoke creation effects.
- [+] add to some lfs
- [+] dtresist (elemental based)
- [+] attrmod (wyrm or giant corpses)
- [+] when you create a new corpse object, take EATCONFERS from
race!
- [+] store owners shouldn't let you in if you have f_stench
- [+] if you pick up a non-magical object (ie. a potion of water), and
have detect magic, and it's not magic...you know it's uncursed,
+0, etc.
- [+] (assuming pot_water is known)
- [+] other effects of alignment
- [+] areenemies()
- [+] good:
- [+] other good creatures are still "peaceful" (remove
f_hostile on creation)
- [+] evil creatures are always hostile (even npcs) (add
this flag in addlf())
- [+] no xp for attacking peaceful
- [+] neutral: nothing special
- [+] no xp for attacking peaveful
- [+] evil:
- [+] still get xp for attacking peaceful
- [+] good creatures are always hostile (add this flag in
addlf())
- [+] show alignment in @. maybe after "Race: xxx"
- [+] add random alignments to some humanoid races
- [+] should be able to jsut use f_align al_none "gne"
- [+] lizardman
- [+] all the playable races
- [+] bonus when 'c'hating to your own alignment npcs
- [+] move alignment question to givejob(), and make it random for
mosnters
- [+] add alignment to gods
- [+] sandman - puts you to sleep. OR has lots of sleeping dust.
- [+] glyph: brown 'y'
- [+] miniature tornado of sand, humanoid visible inside
- [+] can cast sleep, range 1 (or 2 and need lof?)
- [+] corpse: smoke and sleeping dust?
- [+] no attack.
- [+] low hitdice (2)
- [+] fairly high ar (10)
- [+] madeof dirt
- [+] shopkeepers
- [+] remove F_SHOPITEM - this was used for old shop code.
- [+] "shop" vaults
- [+] village map (but leave the habitat for use in bazaar vault
etc)
- [+] vault: support for random monsters - use "random" for name
- [+] vault flag: f_monsstayinvault
- [+] vaults for goblin caves
- [+] pool of water
- [+] small hut
- [+] brick wall
- [+] trapped corridor
- [+] pranksters dust (makes everyone invisible)
- [+] allow c_random for animations
- [+] random chance of different kind of wallfloor when creating
dungeons
- [+] brick wall (slightly weeaker, orange/red)
- [+] metal wall
- [+] wood ??
- [+] instead of using map->habitat->solidcelltype, use
getsolidcelltype(map)
- [+] this checks map for f_solidcelltype
- [+] if not there, uses map->habitat->solidcelltype.
- [+] vaults should be able to inherit empty/solid types from map
- [+] x:cell:EMPTY
- [+] f_damagegroundobs v0=dam, v1=damtype
- [+] add a similar thing ice wraith (they cause cold damage)
- [+] psionic spells: baffle and disorient too similar? make one a
lower level ?
- [+] make disorient face them away from you!
- [+] ekrub shouldn't get angry for crushing glass underfoot
- [+] OR... warn before you do this if you worship ekrub
- [+] don't drip water while inside a wall (ie. ethereal)
- [+] don't show "[tried on xxx]" for objects in store inventories!
- [+] make "i bestow a gift" msg change depending on god
- [+] potion of etherealness spell disappating twice?
- [+] ie. stopspell being called twice.
- [+] spell effect now chacks for existing noncorporealness
- [+] different god msg if they are angered but still pleased
- [+] "don't do that again!"
- [+] "ahem!"
- [+] "i won't tolerate further transgressions"
- [+] etc
- [+] io.c not showing that druid is vegetarian.
- [+] show this only if ilfetime != FROMRACE
- [+] don't show it otherwise, since it's a racial trait.
- [+] change hasflag_real to have "int lifetimeexception"
- [+] same with:
- [+] VEGERATIRNA
- [+] CARNIVORE
- [+] PARTVEGETARIAN
- [+] F_SIZE??
- [+] VISRANGEMOD
- [+] stickstosnakes - make this not affect the CASTER's equiped
weapon, but it doesnt affect weapons of others.
- [+] implemment
- [+] make spell description describe this.
- [+] make safebox not be stealable
- [+] Klikirak- male,fire and destruction
- [+] appears as a fire elemental?
- [+] abilities
- [+] create fire underneath
- [+] retaliate with fire
- [+] burning touch
- [+] canwill all fire spells
- [+] sacrifice
- [+] anything flammable
- [+] added effect: cast flame burst
- [+] pray:
- [+] set all nearby objects on fire
- [+] unfreeze weapons
- [+] hurt monsters with fire spells
- [+] gift:
- [+] fire resist / immunity
- [+] pyromania on weapon
- [+] fire magic
- [+] angry (minor):
- [+] blast with small fire
- [+] angry (major)
- [+] blast you with fire (and surround you)
- [+] likes
- [+] burning objects (sparking flammable, throwing objects
onto fire)
- [+] casting fire spells
- [+] killing with fire
- [+] dislikes
- [+] casting cold spells
- [+] causing cold damage
- [+] creating anything (create monster / wish / create food)
- [+] what is the difference between "purity" and "life" ?
- [+] purity: get rid of curses, bad objects, bad food, remove bad
statuses
- [+] mercy: "undo" mistakes, avoid instakills
- [+] life: healing, raise from dead, protection
- [+] life goddess - glorana
- [+] appearance:
- [+] glowing white light
- [+] abilities
- [+] cast all life spells
- [+] regenerates hp very fast
- [+] objects
- [+] none
- [+] likes
- [+] destroying undead
- [+] using life magic
- [+] healing (as per yumi)
- [+] dislikes
- [+] necromancy spells
- [+] attacking peaceful lfs
- [+] pray
- [+] healing
- [+] restore mp
- [+] protection spell
- [+] gift
- [+] regeneration
- [+] firstaid skill
- [+] life magic skill / spellbooks
- [+] increase max hp
- [+] angry(minor)
- [+] life magic fails
- [+] slow natural healing rate
- [+] angry(major)
- [+] no healing
- [+] reduce max hp!
- [+] sacrifice
- [+] healing potions
- [+] restoration potions
- [+] bandages
- [+] food
- [+] protection spell:
- [+] divine armour
- [+] blocks on a certain amount of damage.
- [+] all damage goes to it! (NOT like psychic armour which just
increases AR)
- [+] NOT an ongoing spell.
- [+] ai: if you have a weapon of xxx slaying, use it when appropriate.
(getbestweapon)
- [+] amberon - change abilities to be more focused on removing bad
status effects
- [+] amberon gifts you with potions of restoration
- [+] felix is now god of thievery and vengeance.
- [+] felix now gives your weapon f_revenge.
- [+] make food poisoning last longer!
- [+] bug: pet starting in water
- [+] ability to pay at shops using gems? but no change.
- [+] implement
- [+] require speech skill at a certain level (novice)
- [+] reveal attack location for unseen attacks
- [+] bug: poisonbolt spell shouldn't cause fire damage to objects!
- [+] return to your original form after dying when polymorphed, but
just retain SOME hp
- [+] new spell: shapeshift
- [+] like polymorph but only affects yourself and always controlled
- [+] you have to pick something you can see
- [+] spell power determiens hitdice you can copy
- [+] purify food now works on all your objects, not just one
- [+] Nature god(farming, creation)
- [+] Ekrub
- [+] doesn't like wyrms because they destroy things?
- [+] objects
- [+] has a pitchfork vs dragons
- [+] longbow of xxx
- [+] sun hat
- [+] overalls
- [+] gloves
- [+] effects:
- [+] canwill all nature spells
- [+] likes
- [+] killing animals (but only while hungry)
- [+] killing dragons
- [+] casting nature spells
- [+] creating objects or lfs (wish, monsters, food)
- [+] dislikes:
- [+] destroying objects
- [+] attackob()
- [+] throwing a flask which shatters
- [+] crush objects underfoot
- [+] via non-nature spells...?
- [+] poison
- [+] attacking plants
- [+] casting poison spells (same with other antipoison gods!)
- [+] sacrifice:
- [+] animal corpses
- [+] dragon corpses
- [+] pray:
- [+] battle:
- [+] will come to your aid against wyrms
- [+] OTHERWISE:
- [+] entangle enemies
- [+] lightning
- [+] summon plants to help you
- [+] nonbattle:
- [+] purify food on player
- [+] THEN one of the following:
- [+] cure poison
- [+] fix hunger or give food
- [+] heal
- [+] give ammo (if ranged weapon equipped and out of ammo)
- [+] give it.
- [+] make it "of seeking" (ie. always hits)
- [+] mend armour
- [+] bless armour
- [+] gifts
- [+] ability: calm animals, power 10
- [+] can shapeshift into a bear
- [+] resist poison
- [+] resist cold
- [+] ranged weapon
- [+] magic ammo for ranged weapons
- [+] angry (minor)
- [+] no nature spells work while god is angry ?
- [+] taint your food and any food you touch
- [+] summons entangling vines around you
- [+] angry (major)
- [+] one of:
- [+] cloudkill
- [+] summon storm
- [+] surround you with sawgrass
- [+] when announcing new ability/spell gains, show spell power, and
allow override of lower power ones.
- [+] make "lessen gravity" also let you hold more. 15kg per power
level.
- [+] fix broken autoshortcut()
- [+] calmanimals now awards gives 25% xp (druids get 50%)
- [+] show "tried on xxx]" for scrolls.
- [+] char *knowledge_t->triedon
- [+] update maketried()
- [+] update getobname()
- [+] potion of grow/shrink should only be temporary
- [+] sizetimer v0 = newsize, v1=timeleft
- [+] bug: blessed scroll of id not being destroyed after reading it
- [+] option: autopickup_used_missiles
- [+] give everyone 1 free object drop/pickup per turn. after that
it takes time.
- [+] add the option
- [+] add f_usedplayermissile to objects before firing them.
- [+] if you walk onto an object with f_usedplayermissile
- [+] AND autopickup_used_missiles is set
- [+] ...then pick it up.
- [+] ...and remove the flag.
- [+] 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
- [+] retain items on polymorph if new race has f_nopack or nobodypart
for equipped stuff
- [+] move obs to lf->polypack
- [+] save this!
- [+] fix bugs with remembering/restoring stats on polyrevert.
- [+] scroll of permenance should make conferred attribute changes
permenant
- [+] change strength damage mod to be range -2 to 2 (instead of a
percentage)
- [+] corrected poison/methane gas difference.
- [+] hecta gift: necromancy books
- [+] damagecell()
- [+] make rock walls turn to rubble ("50-100 stones")
- [+] change to lore skill: incrase damage by a fixed amount, not a
percentage.
- [+] felix effect: evaulation (identify obs)
- [+] god piety should never change once thy are ignoring you.
- [+] shields should protect against crit hits
- [+] hecta no longer gives unholy water?
- [+] I'm able to use OT_A_SHIELDBASH with 0 stamina.
- [+] CRASH during loading
- [+] fixed
- [+] ...but check for more....
- [+] quaff potion of fury - "you're too tired to do that right now"
- [+] player was being prompted for locaiton when monster tried to wear
a bandage.
- [+] closing iron gates is making them opaque.
- [+] only add blocksview if the objectTYPE has it.
- [+] fountains of experience not drying up.
- [+] looking for tracks on stairs. never finding any!!
- [+] shop descriptions not working anymore.
- [+] left hand got destroyed by explosion.
- [+] i then wore a ring... and it went on "left finger"!
- [+] all spell effects should cease just before death.
- [+] crystal shield/armour shouldn't call wear() but rather just set
f_equipped directly.
- [+] bedrooms/kitchens should have tiled or carpet floors?
- [+] tiled = less stability (especially with water!!)
- [+] carpet = more stability
- [+] fire skeleton
- [+] firebug
- [+] ice wraith
- [+] winter wolf
- [+] skoob (snowman)
- [+] crymidia can cast crystal spells
- [+] blastbug
- [+] bilco - casts flood at itself.
- [+] rubber-like things
- [+] slug
- [+] snail
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
effective.
- [+] get "hide" at novice level
- [+] at beginner level, you can move while hiding. ( but if
someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
"a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection. gives AR.
- [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
- [+] this means that we now gain 6 stat points every 3 levels
rather than 5, but they can be spread out.
- [+] rogue modifications
- [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
- [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
- [+] needs a "boostafter" param.
- [+] ie.
- [+] needs at least ATTREQ agility to USE it.
- [+] if you are less than this, start applying penalty.
- [+] v2 = BOOSTAFTER level. (CHANGE)
- [+] if you are above this amount, start applying bonus.
- [+] text = scalepercent. (CHANGE)
- [+] adjust code
- [+] adjust defs
- [+] explain in io.c
- [+] test
- [+] new felix pray effect: invisibiltity
- [+] ice sprite ? (because it's water based)
- [+] sawgrass
- [+] change how repair works
- [+] always repair to 100%
- [+] skill determiens lowest hp percentage at which you can still
repair it
- [+] helper obs lower rather than increase cutoffpct
- [+] felix should take all gold and gems when you die.
- [+] reduce javelin weight
- [+] felix should accept gems as sacrifice too.
- [+] don't show "nothing happens" when felix casts reveal hidden.
- [+] when checking if an object will block a door from closing, use
the same code as when checking whether a lf is too big.
- [+] The sound of a voice: "Braaaains... awakens you!
- [+] Missing the last quote!
- [+] check firearm reloading times (F_RELOADTURNS)
- [+] add option: "automatically relaod empty firearms"
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
- [+] change bloodsplatter for full leeches to no longer use fireat code
- [+] was a bug - wasn't handling NA for speed in F_DIESPLATTER
- [+] change fireat code to not announce "xxx flies through the
air" for platters
- [+] fix it so that things flying through the air (via fragments())
can hit people.
- [+] when calling fragments(), don't announce every single "a shard
flies at xxx"
- [+] fireat() needs "announcethrow"
- [+] stop running when adjacent to any monster (evne peaceful)
- [+] monsters should always turn to face their attackers, even if they
aren't adjacent.
- [+] multiple ring types are getting the same hiddenname:
- [+] Rings
ring of strength (flourite ring)
ring of stench (flourite ring)
- [+] validateobs now checks for this.
- [+] nearly everything seems to have 2 entries.
- [+] maybe also put a check inside addhiddenname!
- [+] addhiddenname no longer triggering dupes.
- [+] bug: planeshift not working when cast by enemies.
- [+] bug: skillxp being boosted by massive amounts sometimes
- [+] Exp Level: 15 (32150 XP, -1581 for next)
- [+] bug in getlfaccuracy - returning 9937 and boosting xpval by
massive amounts!
- [+] motel bug:
- [+] How many hours will you pay for (you have $1073)? 4 hours
($440)
You start resting (in your motel room)... You finish resting.
You wake up.
"Sleep well!"
- [+] say"sleep well" BEFORE sleeping!
- [+] for some reason i'm gaining massive amounts of skill points!
- [+] killed giant ant, got 3 points???
- [+] pointsforsp not going up fast enough, especially at high
levles (13+)
- [+] was a bug in getlfaccuracy
- [+] yumi should only check attacking helpless on your FIRST attack.
- [+] if you have subsequent ones, they're ok since you can't
control them!
- [+] don't please or anger gods when fighting gods
- [+] b - a silver shoddy bastard sword
- [+] show object's condition before changed material state?
- [+] bug: torches aren't lighting up walls when walking in corridor!
- [+] scrolls with f_scrollneedsob should say 'tried on object'
- [+] dungeon light
- [+] lit shoudl be "illuminated" and be an enum
- [+] IL_FULLYLIT
- [+] IL_WELLLIT (dark, candelabras in every room and moss
every 4 steps)
- [+] IL_DIM (dark, torches in rooms and moss every 6 steps)
- [+] IL_SHADOWY (dark, torches in some rooms and moss every 8
steps)
- [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no
light at all)
- [+] need more fixed light source objects:
- [+] moonmoss and sunmoss
- [+] if not fully lit, map illumination level determines how often
light sources are placed, and what type.
- [+] special monster behaviour (perception or lore will show this?)
- [+] insane monsters (attacks anything)
- [+] hunting for food (hungry, add covets food)
- [+] returning to lair with plunder (extra treasure)
- [+] timid (lower morale, maybe add f_timid or alwaysflees)
- [+] drugged (never flee)
- [+] drunk
- [+] diseased (start with a non-lethal disease. eating its corpse
infects you)
- [+] determined (will chase the player for longer)
- [+] lazy (chase for less time)
- [+] only show if perception >= skilled)
- [+] only show monster jobs if lorelev >= beginner
- [+] bug: cursed scrolls no longer having bad effects. fixed.
- [+] after you fool a monster by feigning death, it shouldn't target
you for a while.
- [+] prevent wands from being blessed/cursed.
- [+] bug: still no displayed text when your pet dies.
- [+] update: this seems to happen when a monster is killed by
another monster
- [+] The bear cub claws the dog. The dog wakes up.
- [+] fixed!
- [+] hwen monsters start with weapons/sheilds, their starting skill
should be based on hit dice.
- [+] max skill is hitdice / 3
- [+] wake up player before giving god gift!
- [+] "a goblin shaman moves out of view"
- [+] but i didnt hav ehigh enough lore!
- [+] maybe real_getlfname needs "showall". check this istneda of
usevis to see whether to show job.
- [+] crash when objects fall through a hole and the lower hole needed
to be moved slightly.
- [+] bug: invisibility is fooling even things with 'enhancesmell'
- [+] water onto dirt only makes mud if there isn't some already there.
- [+] monk fists DR should max out at 12 or so, since #attacks keeps
going up!
- [+] don't show god pleaseing messages when asleep
- [+] bug: showing '%s dodges" when you can't see it.
- [+] fix rarity of wands
- [+] reward at bottom of caves:
- [+] godstone of war (cases RAGE on everyone near you)
Goblin cave bosses:
- [+] goblin king
- [+] young dragon
- [+] Operate what (ESC=quit,?=list): a malachite wand
Dig in which direction (- to cancel) [-]? u
- [+] somewhere in ther,e put "this is a wand of digging!"
- [+] wand of reveal hidden
- [+] "a rock wall is magically revealed"
- [+] need to reveal it firtst.
- [+] bug: always showing blast of energy trap text, even when it hits
someone else.
- [+] maps shouldn't be stackable
- [+] it's cause multiple maps to join into one!
- [+] don't show [activated] on unknown tech
- [+] ....but only about their home level!
- [+] f_startmapid
- [+] cave entrances should make noise
- [+] drip
- [+] echoing
- [+] cope with multiple f_makesnoise flags on objects (pick one
randomly)
- [+] showlfstats skill display bug - "MORE" keystroke doesn't fall
through.
- [+] You impale the chicken! The chicken turns to face you.
- [+] shouldn't turn to face if your'e dead!
- [+] nulllify spell not populating seenbyplayer
- [+] crash in createfakes()
- [+] animals hsould still walk onto SHARP objects.
- [+] secret doors showing up as empty remembered cells when you look
away from them (and have lowish cartography)
- [+] don't call remove_deadends on vaults.
- [+] when walking down stairs to level 3:
- [+] ERROR - stairs link to existing map 3('dungeon L2 (id #3)',
depth 2), but it has no free stairs
- [+] ie. Level 3 has too many up staircases ? no. 3 on all of them.
- [+] FIXED. countstairs() was including too much. now using
countmapobs(map, stairtype) instead.
- [+] The goblin rogue a half-sized leather armour (null).
- [+] fixed crash when you cast rage on someone who is eating.
- [+] crash when catching a glowbug in a flask
- [+] use canreachbp code when selecting armour to damage as well....
ie newt can't hit your helmet!
- [+] BUG: "tunnel doing up" went down!
- [+] for monsters:auto raise lf stats to match starting weapons
- [+] crash in aigetspelltarget() for CLIMB
- [+] should deactiveate all spells on polymorph
- [+] allow usage of FEIGNDEATH while prone.
- [+] make coprses non-stackable
- [+] CRASH in animatedead
- [+] shouldn't say 'you attack x from behind' if x has awareness
- [+] gate spell should always take you to a location wihtout water!!
- [+] enhance speak with dead spell (SPEAKDEAD)
- [+] may ask "how did you die" plus one of the below:
- [+] tell me about the area
- [+] mark stairs on the map
- [+] mark shops on the map
- [+] tell about very rare objects
- [+] tell me about nearby dangers
- [+] tell about odd monsters
- [+] tell about traps
- [+] test
- [+] let you ask peaceful lfs about the surroundings too
- [+] move code into io.c "askaboutarea(char *who)"
- [+] test
- [+] the first time you ask someone for info, randomly determine
whether they know about:
- [+] stairs (high chance)
- [+] shops (medium chance)
- [+] traps (low chance)
- [+] areacomms_danger should include out of depth monsters - need
isoutofdepth(lf)
- [+] room floors should take the entry type from the habitat, NOT just
use ct_room!!!!
- [+] sometimes generate fixed SEWER regionthings
- [+] done
- [+] BUG: canT enter goblin caves again!!!!
- [+] getting "ERROR - can't find opposite end of stairs/portal!"
- [+] FAILED to link stiars: 'tunnel leading up'
- [+] make maps direct you to regionthings.
- [+] region things need unique IDs !!!
- [+] change F_MAPTO
- [+] v0 = src region id
- [+] v1 = src depth
- [+] v2 = regionthing with whatkind = RT_REGIONLINK
- [+] when generating map objects, fill in a random branch entry
- [+] fix getobname code for unknown maps.
- [+] TEST
- [+] with "map to the goblin caves"
- [+] with "map"
- [+] with "map to"
- [+] use "the goblin caves are to the north", not "is to the north"
- [+] is
- [+] isn't
- [+] test reading a map when on the wrong branch
- [+] test reading a map when on the wrong level
- [+] test reading a map when on the right level
- [+] move staircase generation to END of map create
- [+] finalisemap()
- [+] countobswithflagval(obpile, flagid, val0...)
- [+] countmapobswithflagval(map, flagid, v0...)
- [+] jimbo's map should lead you to one of the major branches.
- [+] crit pos shouldn't be higher than you can reach!
- [+] same size or bigger = can reach anything
- [+] 1 size smaller = you can't reach the head
- [+] 2 sizes smaller = can't reach head or hands
- [+] 3 sizes smaller = can't reach head, hands or body
- [+] jimbo's room should contain all the staircases
- [+] make you have to pass a speech check before people will tell you
about the area
- [+] bug in recruitment skillchecks - using wrong attribute, and too
easy.
- [+] rename dwarf to delver
- [+] somtimes say "dons" instead of "puts on"
- [+] stop running for any non-cosmetic object.
- [ ] echoing?
- [+] OPTIONS
- [+] option_t
- [+] id
- [+] letter
- [+] text
- [+] int enabled
- [+] int default
- [+] next/prev
- [+] addoption()
- [+] getoption()
- [+] dooptions()
- [+] list them all (with 'more' for multipages)
- [+] pressing a letter toggles it.
- [+] "display trails"
- [+] make scents be "cosmetic"!
- [+] increaes skeleton's vulnerability to falling
- [+] missing announcement for bleed()
- [+] let rapid ivy cast entangle
- [+] caves
- [+] new regiontype
- [+] new link
- [+] new habitat
- [+] objectlass rarities
- [+] assign obs/mons to habitat
- [+] code to dig caves
- [+] stairs linking to cave region
- [+] when learning random skills:
- [+] prefer lower-level skills
- [+] onyl learn up to adept level
- [+] animate dead crashes if there is no space to place the lifeform!
- [+] increase range of charge ability
- [+] when you gain techusage, check held objects for conferred flags.
- [+] bug: motion scanner working even though i have no tech usage!
- [+] warn player before climbing without climb skill (if wisdom is >=
average)
- [+] regions should have depthmod.
- [+] regionthings should be based on DEPTH, not difficulty!
- [+] rename firstdungeon to maindungeon
- [+] announcearrival broken -always saying 'new area'
- [+] don't use ranged attacks when feigning death if target is adjacent
- [+] don't say 'argh' if you were beheaded.
- [+] The bear cub bites a wooden door with a teeth.--More--
- [+] random levelup skills - only select from skills which we have
used?
- [+] need to chance f_hasskill to use f->val[2] = used_this_level
- [+] when you gain a skill, set f>val[2] = b_false or NA
- [+] add setskillused for all skills!
- [+] make random levleup only pick from used skills.
- [+] TEST
- [+] knowledge skills - practice them when you see a new lf of this
type.
- [+] slithering shoudl hardly ever awaken you - make listen check
harder.
- [+] don't put fireplaces in corridors. F_ONLYINROOM ?
- [+] bug: acid trails from slug disappearing or never appearing?
- [+] snails/slugs
- [+] killed by salt
- [+] vslow
- [+] snails have vhigh armourrating
- [+] slugs have lots of hp and do more damage
- [+] brown/grey 'j' ?
- [+] leave slime/acid trails?
- [+] make skeletons vuln to fall
- [+] sz_tiny an below objects shouldn't block doors from closing
- [+] double message for energy blast trap
- [+] scroll of charging/replenishment
- [+] random wands - maxcharges shouldn't be fixed to the start amount
of charges. should be the highest possible start amount!
- [+] fixes to jammed door opening
- [+] flying creatures are too hard to hit.
- [+] make armour piercing be a number not a boolean on/off
- [+] make axes be armour piercing.
- [+] change display of armour piercing in io.c to reflect f->val[0]
- [+] change"of sharpness" to "of penetration", and make it use
f_armourignore, not f_armourpiercing
- [+] You start training... . Your frozen battered lit torch freezes
some more.
Your training is interrupted! Something burns you.
- [+] but i didnt even have a torch! got this msg for someone else?
- [+] Frozen by a ice sprite's frozen battered lit torch.
- [+] don't show the condition
- [+] STILL problems with jammed doors opening on the first try
- [+] add more armour sizes for tiny etc, but leave it so that only
medium/human/large are randomly generated.
- [+] battery - chargable things take power from this (anything with
f_replenishable)
- [+] do this during usecharge()
- [+] only if it's known.
- [+] show charges in makedesc_ob
- [+] nullify spell (wild)
- [+] nullify wand
- [+] don't allow criticals on plants since they don't have blood,
ribs, etc
- [+] gremlin (tools/tech/wands don't work)
(combine two).
- [+] get dizzy if you turn too much.
- [+] stomach
- [+] obejcts - gems etc (check phone)
- [+] if you kill it form inside, you get expelled.
- [+] don't say "you hear fighting" when things are attacking you!
- [+] fix crash in polymorph code
- [+] All bandits should demand gold
- [+] when you give it to them, thel ALL get satisfied.
- [+] more flagpile corruption still happening.
- [+] wasn't allcoating enough space for losdark in precalclos.
- [+] still missing death announcement for plauyer pets
- [+] reduce #attacks for young hawk to 1
- [+] mercy
- [+] say this to intelligent mosnters then pass a speech check
- [+] if you pass:
- [+] they say something
- [+] they ko you
- [+] monstesr shouldn'ts randomly move into unconscious/dead lfs
- [+] monsters should take wanted obs from adjacent unconscious lfs
- [+] when you wake up: "some/all of your items are missing..."
- [+] at beginner weapon skill level: exposed strike - takes longer but
higher accuracy?
- [+] impaler frog
- [+] sinkmite
- [+] drills for hands
- [+] canwill Ot_s_dig
- [+] targetting:
- [+] fleeing: downwards
- [+] can drill downwards to flee
- [+] can dig through walls
- [+] necrons:
- [+] trapper - blue
- [+] reaper - red
- [+] scythe
- [+] hurricane strike
- [+] bug: necron reaper is not preffering its weapon for attacks....
why?
- [+] check attackcell()
- [+] fix colour in retaliation text
- [+] need to announce hurricane strike ability
- [+] amnesia scroll - lose all skill points!
- Hecta effects
- [+] flay flesh (bleed depending on hitdice)
- [+] hecta's servent (skeletal hand rises, cannot move, grabs adjacent
lfs, drags underground)
- [+] create 1 vault
- [+] must have:
- [+] ot_playerstart
- [+] ot_stomachexit
- [+] swallow ability moves to there
- [+] when the lf dies, destroy the map
- [+] TEST
- [+] mover object
- [+] moves you if you didn't move
- [+] f_pushdir, v0 = dir
- [+] invisible obejct
- [+] may flip them horizontally
- [+] chance to dodge the swallow
- [+] rename green ooze to "sizzling slime"
- [+] don't put traps on top of stairs!!
- [+] remove unneeded extra redraw when changing levels.
- [+] make ']' show object AR bonusss
- [+] don't even call precalclos during endgame.
- [+] don't say "you see footprints and footprints here"
- [+] break grabs when you fall unconscious
- [+] bug - ring of wounding not working.
- [+] crash in free(npcnames) !!!!! pointer being freed was not
allcoated
- [+] grave sprite
- [+] glutworm
- [+] swallows you
- [+] eats all objects
- [+] canines/felines should die from chocolate
- [+] weapons with multiple damtypes
- [+] at adept skilllevel, you can change type (but only with
weapons you're pr_skilled or higher in)
- [+] f_altdamtype xx. must have altdam for normal dam too.
- [+] fire primality
Hecta effect: - [+] necrotic beam
- [+] symptoms
- [+] often happens right after creating a new map (ie. trigger
it through a gate spell)
- [+] bug in createriver(). fixed.
- [+] somehow casting GATE is causing object flagpiles on
the PLAYER's map to become corrupted.
- [+] "the young hawk wakes up" CRASH, flagpile corrupt on
stone.
- [+] object itself seems okay.
- [+] o->flags is becoming corrupt!!!
- [+] so all its flags are becoming corrupt (id = massive
number, next = fffff)
- [+] traceback:
- [+] #0 0x0000000100081188 in killflag (f=0x103321090) at
flag.c:815
#1 0x0000000100081b3a in timeeffectsflag
(f=0x103321090, howlong=1) at flag.c:1075
#2 0x00000001000825f8 in timeeffectsflags
(fp=0x1038e0600) at flag.c:1302
#3 0x0000000100129b01 in timeeffectsob
(o=0x1036e2460) at objects.c:11877
#4 0x0000000100005114 in timeeffectsworld
(map=0x102aa1a00, updategametime=-1) at nexus.c:1685
#5 0x0000000100003a28 in donextturn
(map=0x102aa1a00) at nexus.c:952
#6 0x00000001000029b1 in main (argc=1,
argv=0x7fff5fbff848) at nexus.c:525
- [+] try this: in timeeffectsflags on objects, check PREVIOUS
object's flagpile.
- [+] try this: add checkflagS() after updatefpindex
- [+] NOT happening during timeeffectsob().
- [+] compile with optimisation.................
- [+] hapepning in createmap. but objects on the PLAYER's map
are being corrupted, not the new one.
- [+] happening in addrandomthing()
- [+] happening in addmonster().
- [+] lf = addmonster(c, R_RANDOM, NULL,
B_TRUE, 1, B_TRUE, nadded);
- [+] (glowbug was created)
- [+] happening in addlf()
- [+] glowbug again!! to do with light recalc ??
- [+] happening in setrace()
- [+] happening while inheriting F_AWARENESS. have double
checked to confirm this!
- [+] in HASLOS????!!
- [+] addflag->flagcausesloscalc, so haslos for all on the map.
problem happens when we call haslos() for the lf getting
F_AWARENESS added.
- [+] is the problem that doing a los recalc breaks when we are
still missing half our racial flags ?
- [+] QUICK FIX:
- [+] dont recalc los for any lf where born = 0. just set
nlos to 0
- [+] and manually recalc los just before returning from
addlf
- [+] put sawgrsaas back to being common, not frequent
- [+] is this finally fixed now? i think so!!
- [+] if so, remove calls to "checkallflags" and most calls to
checkflags()
- [+] remove agility bonuses for weapon acc. now comes just from
skill and from agi scaling on weapons.
- [+] maybe difference in hit dice is a bad way to determine
shieldblock difficulty.
- [+] ...because the player rapidly gets higher than all other
monsters on their dungeonlev.
- [+] maybe just use monster's hitdice, ignore players.
- [+] bug: abilities costing no stamina?
- [+] in addmap, i am not initialising enough nextmap[]s
- [+] flag.c bug: don't need to set player->losdirty when recalcing
light on a different map
- [+] lfs with F_DOESNTMOVE weren't attacking
- [+] manuals are starting off known. why??
- [+] they don't appear in knowledge, so don't appear to have a
hiddenname at all.
- [+] make magical barriers block view.
- [+] when describing armour / shield penalty, say
- [+] "will lower your accuracy by 1"
- [+] instead of
- [+] "will lower your accuracy by 5%"
- [+] make firstaid skill incrase your hp per level
- [+] high agility seems to be giving a MASSIVE accuracy increase when
higher than weapon's stat.
- [+] maybe remove or reduce AGI acc bonuses.
- [+] sack started off containing a FOOD VENDOR!@#
- [+] size check obviously isn't working.
- [+] need "obfits" in givestartobs!!
- [+] hitting ESC when firing with F doesn't cancel.f
- [+] hunter should start with fur cloak
- [+] spellbooks are too cheap ($12)
- [+] remove'p' for lockpick- just operate the lockpickobject.
- [+] removed,
- [+] ...but now tha tI've removed 'p' for picklocks, can i still
use 'o' on a dagger or similar?
- [+] NO
- [+] maybe turn "pick lock" into a still
- [+] how do you gain this? level 1 lockpicking
- [+] then make lockpicks etc non-operable
- [+] fix crash when drunk lfs take damage
- [+] sleeping powder costs nothing
- [+] memleaks??? 700mb usage!!
- [+] valgrind
- [+] found a memleak problem: definitely lost: 10,719,039
bytes in 11,420 blocks
- [+] not killing flags when we kill an object!!!!! fixed now.
- [+] memory usage is now ticking up heaps more slowly.
- [+] investigate further with valgrind again.....
- [+] when summoning, prefer cells for which the player has los.
- [+] make jammed doors harder to open.
- [+] no forcing a door open on your first go. should be:
- [+] the door is jammed!
- [+] you force it open.
- [+] used f_jammed v1 = known
- [+] no evasion if grabbed/grabbing
- [+] polyrevert only usable if you cast the spell AND it's controlled
- [+] salt kills leeches, causes pain in lfs who are bleeding
- [+] raging ai will attack anything
- [+] rage gives big morale boost
- [+] potion of fury
- [+] don't run onto water if it will hurt you!
- [+] bad brands should be cursed more often. brands should have
"startcursedchance"
- [+] brand->blessstatus, br->blesschance
- [+] 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
* [+] bug with adding obejcts to shops
- [+] issue with objects dying and killing their flagpiles
- [+] A medium fire dies down a little. A medium fire is no longer
glowing.
- [+] shouldn't say "is no longer glowing" when we're changing the
type... ?
- [+] put a breakpoint on "is no longer glowing"
* [+] let you bless objects using a holy circle somehow (but it might
make the circle disappear?).
- [+] darness bug - need to recalc light for anyone who sees a cell's
lightlevel change.
- [+] call more() after showing vaultentertext()
- [+] remove "inspected" when you ident or makeknown an object.
- [+] BUG - no objects in inventory!!!!
- [+] listobs failing? mylist[0] = null.
MEMLEAK
- [+] finish implementing CLEANUP()
- [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing
STACKABLE flag from cactus fruit???
- [+] better now?
- [+] now a crash freeing hiddennames!
- [+] forgot to free obmods
- [+] leaking approx. 1 meg per turn!
- [+] where am i leaking?! maybe try valgrind or findleak.c
- [+] findleak.c now finds nothing.
- [+] but i am sitll leaking?????
- [+] related to lifeform count. killing all but player dramatically
slows it.
- [+] check calclos()... looks okay.
- [+] setcellknown() ?no.
- [+] startlfturn?? no.
- [+] remove unused "lf->viscell"
- [+] when there are 2 things in a cell, say "you see x and x here."
- [+] restore original stast when polymorphing back to original form!!!
- [+] when making shops, pick new ones more often.
- [+] change to maps: don't let vaults overlap.
- [+] HARDCODE object values
- [+] potions
- [+] tech
- [+] tools
- [+] rings
- [+] increase evasion skill effects
- [+] changes to animradial... and animradialorth
- [+] combine into one function
- [+] move msg into here
- [+] refs to spellcloud()
- [+] refs to animradial()
- [+] fire should spread onto flammable lifeforms
- [+] bug: attack flurry doesn't work for monk
- [+] let monsters climb even when not facing a wall?
- [+] set their facing first.
- [+] CRASH when you die while climbing (or on a solid cell)
- [+] rings
- [+] stench
- [+] breath water
- [+] detect life
- [+] deceleration
- [+] meditation
- [+] reflection
- [+] boost magic power
- [+] education - gain xpskills more quickly
- [+] crit protection
- [+] greed - detect obs
- [+] ivy - grows!
- [+] ragefungus - bezerk spores
- [+] nutter - drops peanuts
- [+] dish which slightly increases maxhp (beginner level)
- [+] stuffed mushroom. shiitake mushroom + bread
- [+] healing potions should heal even "permenant" injuries
- [+] potions/spells
- [+] summon decoy (chicken horde) spell - "friends!"
- [+] potion of spider climb (arachnid adhesion)
- [+] gloves of the spider
- [+] F_startobwepskill sk_shortblades etc
- [+] change mosnter starting weapons to be based on wepsk, not
specific named weapons
- [+] make wrapprint cope properly with 0 length strings
- [+] fix io.c showlfstats layout
- [+] fountains of xp should always dry up after one use!
- [+] plants shouldn't leave footprints!
- [+] fix overcomplicated code in updateknowncells
- [+] you always "see" allies following you down/up stairs, even if
they are behind you.
- [+] remove dtresist slash from skeletons - their bone skin reduces
this already.
- [+] leave dtresist pierce because it's hard to hit them.
- [+] confirm gold amount when donating to shops
- [+] increase piety by half of any gold donated to temples
- [+] move hp, mp, sp to same line as target, and make them into bars
- [+] HP:[ 11 / 11 ]
- [+] makebar(window,min,max, loss,barcol, losscol)
- [+] print the prefix: "HP:["
- [+] construct the bar string to fit into 10 chars: " 11 /
11 "
- [+] print it one char at a time, setting bg as follows:
- [+] background:
- [+] 0 - min is barcol
- [+] min+1 - min+loss is losscol
- [+] rest is black
- [+] print the suffix: "] "
- [+] remember last dam amount for hp.
- [+] show mp and stamina like this too.
- [+] update viewpoint sooner when moving vertically
- [+] if you can't comprehend the contents of a spellbook, don't ID it!
- [+] hpbar: pass textcol and texcolwithbg
- [+] show f_stability in @e
- [+] don't identify tech inside shops if it's beyond your skill level
- [+] bug: "a cursed +-1 ring of dexterity"
- [+] enraged or deaf lfs shouldn't respond to chats
- [+] drawbar: show mp/sp text in orange if it's at 0.
- [+] allow vegetarians to eat frozen corpses.
- [+] anything flying + stunned loses flying.
- [+] chance for monsters to throw missiles is reduced when acc < C
- [+] use same code as firearms
- [+] undead shouldn't lose consciousness - they should jsut die.
- [+] bazaar
- [+] money vault hsould be vrare
- [+] so should traproom
- [+] rename giant rat to "dire rat"
- [+] don't show anything other than object description and throwing
for unknown tech
- [+] shouldn't be able to rest in a tent if it's not known!
- [+] eyebat corpse increase maxmp?
- [+] blessed missiles should nearly always hit undead
* [+] too easy to dodge thrown missiles?
- [+] spell and wand of culinary abundance
- [+] if a carnivorous animal kills you: "Eaten by a xxx"
* [+] bug: stairsperlev is only ever used in making DUNGEONS.
generecise this ??
- [+] safetorest - should ignore monsters feigning death
- [+] broken nose should reduce smell range
- [+] fresh and stale bread should be interchangable in cooking
- [+] make scroll of permenance act on you, not your objects
- [+] tweak object rarity yet agian...
- [+] bug: hole in roof above player start pos is immediately destroyed.
- [+] change pickaxe to be like resting
- [+] wait first, then if not interrupted, do the dig.
- [+] add cell->hp, celltype->hp. around 100.
- [+] f_digging, x, y, digperturn
- [+] interrupt() will stop this.
- [+] each turn, lower hp of cell by 1.
- [+] make wlaking bakwards take less time based on athletics skill!!!
- [+] at adept, takes no extra time?
- [+] better racial display
- [+] ? for extra info.
- [+] hitdice
- [+] general attribs (str etc)
- [+] don't show description until you press '?'
- [+] addbonustext(flagpile, f_BONDESC, "asdffas") - to avoid
index issues
- [+] remove VULNS from "effects" unless temporary
- [+] isresistantto() etc need to have "int onlytemp"
- [+] remove VULNS from manual BONTEXT flags
- [+] CRASH IN DTVULN CODE!!
- [+] limit '?r' display ??
- [+] what to show
- [+] show races you have encountered
- [+] show races you know about through Lore (adept level)
- [+] show playable races?????
- [+] structs
- [+] race->encountered
- [+] need to save this.
- [+] make EFFECTS only show TEMPORARY effects or ones which don't come
from race?
- [+] automate bondesc/pendesc based on flags!
- [+] vulnarabilities / resist / immun
- [+] vision range!! (visrangemod)
- [+] size? restricted armour.
- [+] stayinroom
- [+] f_humanoid (can use weapons)
- [+] tamable
- [+] seeindark
- [+] caneatraw
- [+] enhancesmell
- [+] caneatraw
- [+] vegeatrian
- [+] cernivore
- [+] fastmetab
- [+] startskill
- [+] tremorsense
- [+] silentmove
- [+] deaf
- [+] flying / levitating
- [+] awareness
- [+] nocturnal / diurnal
- [+] heavyblow
- [+] packattack
- [+] dodges
- [+] autocreateob
- [+] MPMOD
- [+] HPMOD
- [+] MEDITATES
- [+] PHOOTMEM
- [+] canwill "Spells: xx, x, x, x"
- [+] spells:
- [+] animate stone - "power" walls turn into stone golems
- [+] implement spell
- [+] golem
- [+] r_golemstone
- [+] knockback attack
- [+] high str
- [+] fists
- [+] corpsetype and iunsummonob = boulder
- [+] spell power modification - subtract spell level.
- [+] when i go down a drain, make sure the new map links to THE DRAIN
I WENT DOWN. not some otehr one.
- [+] some monsters shouldn't sleep! add new flag: f_nosleep
- [+] make spanner help disarm traps!
- [+] "your tail brushes up against xxx"
- [+] cats should be able to eat raw meat.
- [+] don't include f_nopickup objects when you use ','
- [+] bed - can use this as restob, equivilant of tent
- [+] "a goblin corpse stands up" - this shoudl trigger a redraw.
- [+] warn when attacking with LevUp that you won't get any xp.
- [+] whenever you train, remove knowledge of the "really atatck and
get no xp" warning.
- [+] bodypart_t[MAXBODYPARTS]
- [+] enum BODYPART id
- [+] char *name
- [+] add defs to all races
- [+] fix quadrapeds - not all have tails!
- [+] remove f_bodypartname - use addbodypart instead
- [+] update hasbp
- [+] remove occurences of F_NOBODYPART in races
- [+] fix up getrandombodypart functions
- [+] getrandomonbodypart
- [+] getcrithitpos
- [+] copy with null returns
- [+] check all occurences of MAXBODYPARTS, change to "for each
bodypart of this lf/race"
- [+] show nobodypart differently in io.c
- [+] criticals: hindlegs / frontlegs -> legs
- [+] makeunusual shaped be part of the body part. then remove
F_NOARMOURON
- [+] critical hits on new body parts
- [+] wing crits
- [+] bash - wings are bruised - reduced flight speed
- [+] slash
- [+] - wings are torn - can't fly. implement in cancast.
- [+] bleeding - flying hurts
- [+] explosive
- [+] destroyed - can't fly!
- [+] tail crits
- [+] slash
- [+] bleeding
- [+] bash
- [+] bruised - accuracy lowered
- [+] fractured - randomly move the wrong way like
drunkenness
- [+] explosive
- [+] lacerated - randomly fall like hamstrung
- [+] don't prompt for moving into dangerous cells f moving randomly
due to drunkenness etc
- [+] bug: double criticals?
- [+] You flatten the kobold! The kobold loses consciousness.
The kobold's hand is swollen! The kobold's leg is broken!
- [+] all f_flying races should have f_canwill ot_s_fly with no
spellcasttext
- [+] no spells/abils
- [+] no throw
- [+] no operating wands
- [+] will not flee
- [+] no weilding/unweilding
- [+] no wearing/takingoff
- [+] don't warn or swap with friendly lfs
- [+] always attack doors rather than open them.
- [+] can't close doors.
- [+] become exhausted when rage runs out
- [+] infiniite stamina when you're enraged
- [+] can't quaff/read
- More kill verbs
- [+] 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.
- [+] replace:
- [+] Something critically savages your body.
Your uncursed suit of ring mail protects you.
Your suit of ring mail is damaged!
- [+] with:
- [+] Something critically savages your suit of ring mail.
- [+] Your suit of ring mail is damaged!
- [+] tremorsense shouldn't see flying creatures
- [+] rename blink to "bamf"
- [+] add F_containsmeat for non-vegetarian foods
- [+] use this in vegetarian checks instead of mt_Flesh
- [+] "what goes up" spell
- [+] "equal and opposite" spell
- [+] why didn't cyborg ninja start with weapon weilded?
- [+] getbestwepon - accuracy was counting for too much. have
changed calculation.
- [+] why is wizard's staff not enchanted???
- [+] elephant race - Pachyon or Mammoan
- [+] bonus
- [+] Leather skin
- [+] str++
- [+] photo mem
- [+] high listen skill
- [+] good smell
- [+] penalty
- [+] slow movement
- [+] no armour on ears
- [+] agi-
- [+] low eyesight
- [+] vuln to sonic
- [+] vegetarian
- [+] other
- [+] large
- [+] throw salt to blind targets
- [+] if you learn a new spell school skill while game is in progress,
gain a 1st level spell too.
- [+] for random roast meat, always use base race
- [+] ie. orc, not "elite orc"
- [+] (ie. human, not 'town guard')
- [+] remove "prepare food" skill.
- [+] use "cook" instead
- [+] startskill should be a modifier, not absolute.
- [+] ie. elf can have sk_ranged, so can hunter. these will now
stack.
- [+] chance for ai to use a firearm is lowered based on firearm
accuracy
- [+] bug: massively high amount of skillxp needed for a point
- [+] firearms should do more damage at pointblank range.
- [+] icicle bugs - getrandomadjcell for knockback failing
- [+] still a bug with firearm accuracy updating
- [+] 2 squares away, move towards enemy - it doesn't update!
- [+] display all valid hits in brown
- [+] wear melted wax in ears to reduce sonic damage
- [+] ranged skillls
- [+] adp
- [+] fast reloading
- [+] exp
- [+] fire through lifeforms! lof_wallstop instead of lof_need
- [+] mas
- [+] extra dam.
- [+] object HP issue:
- [+] head: b - an uncursed helmet [AR:3] [110%]
- [+] body: c - an uncursed suit of ring mail [AR:6] [173%]
- [+] hands: d - an uncursed battered pair of gauntlets
[AR:2] [86%]
- [+] are objects taking negative damage??
- [+] have put an assertion in to check
- [+] wait for it to happen again...
- [+] add hitchance to askcoords when throwing/shooting
- [+] code it
- [+] test for throw
- [+] add for telekeniis too
- [+] add for guns:
- [+] "targetted: something [x%]"
- [+] "bow->Target->xxx [x%]"
- [+] show gun target on botl
- [+] redo throw accuracy:
- [+] 100 to hit yourself
- [+] apply per-cell penalty based on:
- [+] throwing / ranged skill (more)
- [+] AGI (lesser)
- [+] wetsuit description not showing dtresist cold!!
- [+] hunter job
- [+] wetsuit (covers multiple body parts), prot from cold
- [+] announce bleeding damage from injuries
- [+] only mark _weapons_ as 'tried' when weilding them
- [+] change random items:
- [+] fix wantrr bug
- [+] test...
- [+] new function: enum RARITY pickrarity()
- [+] check for all wantrr = xxx and use pickrarity instead.
- [+] give classes a RR_RARITY
- [+] common
- [+] weapon / armour / money / missile
- [+] furniture
- [+] misc
- [+] rock
- [+] uncommon
- [+] potion / scroll / food
- [+] rare
- [+] trap
- [+] tech/tool
- [+] dfeature (pentagram, vending machine, etc)
- [+] vrare
- [+] wand
- [+] ring
- [+] book
* [+] rewrite wrappers
* [+] marge getrandomobofclass and getrandomob
- [+] bug: telling allies to attack something they can't see. need a
msg for this.
- [+] Norman->Attack->A young hawk [flying, facing NE]
- [+] Cancelled.
- [+] bug: allies not regaining hp when asleep! fixed.
- [+] you can now always 'see' your allies if you have LOH
- [+] ie. scannedcell
- [+] ie. cansee
- [+] player luck should cause better random item creation, and easier
monsters
- [+] pickrr() needs arg to say what it is for (vault , ob, lf)
- [+] meals have special effects. eg:
- [+] easy:
- [+] mushroom + water = mushroom soup = restore a little
stamina
- [+] tomato + water = tomato soup = restore a little stamina
- [+] apple + stone = fruit juice (don't kill the stone)
- [+] cheese + bread = cheese sandwich = restore all food and
stamina
- [+] rum + chocolate = rum ball = cure pain, restore some hp
- [+] med:
- [+] corpse + water + salt = jerky
- [+] mushroom + water + beef = beef strogonoff = filling,
temporary Fitness boost
- [+] garlic + bread + clover = garlic bread = produce stench
like a trogolodyte
- [+] bread + meat + tomato = hot dog = temporary strength
- [+] water + sugar + 2 berries = potion of red cordial = speed
boost
- [+] hard
- [+] peanut + stone + salt + bread = peanut butter sandwich =
super filling, restore all stamina, temp fitness boost
- [+] rum + chocolate + sugar + berry = fruit cake = restores
all stamina and hp and mp
- [+] implement recipe_t
- [+] int ningerdients
- [+] enum OBTYPE ingredient[MAXINGREDS]
- [+] int count[MAXINGREDS]
- [+] int cosumeingredient[MAXINGREDS] (boolean)
- [+] makedesc_ob should show the recipe for it, if cooking skill is
high enough
- [+] cooking skill determines how many ingredients you can use
- [+] ie. beginner = you can make recipes which need 2 ingredients
- [+] redo "cook" ability.
- [+] can combine ingredients using recipes to make meals
- [+] ingredients must be known!
- [+] chef job
- [+] attr
- [+] gtaverage agility
- [+] low fitnesss
- [+] objects:
- [+] meat cleaver (slashing, low acc, high crit)
- [+] apron (rubber, low protection)
- [+] chef hat (cloth, low protection)
- [+] butane torch (flambe on adjacent lifeform)
- [+] abilities
- [+] rage at lv3
* [+] skills
- [+] chef job
- [+] attr
- [+] gtaverage agility
- [+] low fitnesss
- [+] objects:
- [+] meat cleaver (slashing, low acc, high crit)
- [+] apron (rubber, low protection)
- [+] chef hat (cloth, low protection)
- [+] butane torch (flambe on adjacent lifeform)
- [+] abilities
- [+] rage at lv3
* [+] skills
- [+] chef steak knives aren't stacking. - because they weren't
f_stackable!
- [+] chicken soup - cures poison
- [+] finish ob donate code
- [+] chance of becoming pet
- [+] only certain races
- [+] only f_tamable (but harder than pets)
- [+] implement lfflammable
- [+] io.c announcements ( move from shatter())
- [+] fire effect
- [+] sugar water
- [+] gaining skills too quickly at higher levles
- [+] maybe make it get slightly harder each time.
- [+] keep a count of total skillpoints ever gained
- [+] fixes to rollhitdice
- [+] missile weapons doing no damage!!
- [+] no sprinting while levitating / flyign
- [+] icicle spell should deal piercing damage if lf can't be pushed
out of the way
- [+] 'thrust' ability isn't showing up in ABILS
- [+] give slight accuracy penalty when thrusting
- [+] fixed shieldblock difficulty in melee combat
- [+] increased maxstamina
- [+] don't require stamina to move!
- [+] "You hear a roars."
- [+] remove duplicate corpse rot code
- [+] CRASH
- [+] malloc: *** error for object 0x1349d94f8: incorrect checksum
for freed object - object was probably modified after being
freed.
- [+] #7 0x00000001000f438a in addobject (where=0x134edc060,
name=0x0, canstack=0, wantlinkholes=-1, forceoid=OT_CLAWS) at
objects.c:983
#8 0x00000001000f298d in addobfast (where=0x134edc060,
oid=OT_CLAWS) at objects.c:409
#9 0x00000001000b621b in getbestweapon (lf=0x114439ff0) at
lf.c:5194
#10 0x00000001000087fa in aiturn (lf=0x114439ff0) at ai.c:1236
- [+] fixed ?
- [+] instead of everything >=6 being dark, make a CHANCE to be dark
starting at l6.
- [+] why do i ese gem of seeing so often
- [+] because i need more types or 'rock'
- [+] have to cook food before eating it?
- [+] need novice cooking skill for preparecorpse ability
- [+] otherwise you only get a very small amount of nutrition (10%)
- [+] split ob piles before eating them
- [+] detect poison should detect poison traps
- [+] telling your ally to rest until healed isn't working...
- [+] wasn't taking injuries or stamina into account.
- [+] change druid spells
- [+] start with 3 random spells
- [+] on levelup, select a random nature spell (up to your highest
level)
- [+] crash when generating monster warriors
- [+] bug: calling taketime twice when attacks fail?
- [+] (once in attackcell(), then again in attacklf() or
attackob())
- [+] weapon changes:
- [+] in general, lower accuracy for piercing weapons
- [+] in general, raise accuracy for slashing / bashing weapons
- [+] long piercing weapons (ie. spear) give you a 'thrust' ability
(attack 2 cells away)
- [+] long slashing weapons cannot be used if < 3 open cells around
you (f_needspace)
- [+] maybe: you can't "hear" your unseen ally if they are asleep
- [+] need to draw after flying things swoop away, in case they block
your view.
- [+] raceslaying weapons
- [+] dragon - dragonslaying
- [+] animal - butchering
- [+] plant - of blight
- [+] undead - of divine power
- [+] magic - of antimagic
- [+] brand restriction
- [+] brands: f_onlygoeson ot_xxx
- [+] brands: f_onlygoesondt dt_xxx
- [+] check this in brandappliesto
- [+] "pyromania" spell
- [+] for all fires or burning objects in sight: (implement
getflamingobs() )
- [+] "the fire flares!" (fire objects regain full hp, burning
flags gain lifetime)
- [+] large fire obs:surround it with smaller ones.
- [+] small fire obs: make bigger
- [+] burning obs: make a small fire
- [+] give it to red dragons
- [+] ai casting... (if fire in sight)
- [+] blue dragon - lightning
- [+] ancient has chain lightning
- [+] flood ? lowlevel
- [+] gust of wind
- [+] white dragon - cold
- [+] pea soup
- [+] hailstorm
- [+] ancient: absolute zero ?
- [+] climb "into"walls
- [+] stopclimbing(int onpurpose)
- [+] can we move forwards?
- [+] if not:
- [+] if onpurpose, fail
- [+] otherwise fall onto whoever is there??? or
they block you from falling??
- [+] move forwards
- [+] kill f_climbing flag
- [+] startclimbing()
- [+] move onto the wall
- [+] set your facing to face away from the wall.
- [+] add F_CLIMBING
- [+] must pass a CLIMB check first or you fail to climb!
- [+] can't climb if burdened
- [+] once climbing:
- [+] can't cast spells
- [+] cannot change facing
- [+] always strafe if you go sideways
- [+] change los functions to let you see out!
- [+] different move verb ("climb" instead of move/fly)
- [+] different canmove() code
- [+] you can only move sideways (along the wall) or
forwards (off the wall)
- [+] ie. cellindir(lf, lf->facing) == newcell
(forwards)
- [+] OR
- [+] ie. cellindir(lf, lf->facing + 2 (wrapped))
== newcell (right)
- [+] OR
- [+] ie. cellindir(lf, lf->facing - 2 (wrapped))
== newcell (left)
- [+] AND you can only move sidways if:
- [+] the new cell is a wall
- [+] the cell in (lf->facing) of the new cell is
NOT a wall
- [+] if you climb off a wall, tell the player that they
stopped climbing
- [+] moving while climbing:
- [+] must pass a sc_climb skill check to move
- [+] costs 1 stamina to move
- [+] warn before climbing if your stam == 1
- [+] attacking
- [+] large penalty to hit the climber (higher for
smaller monstesr)
- [+] if monsters miss you and you are climbing, chance
they'll give up.
- [+] attacking FROM a wall gets a big penalty unless
you are very skilled at climbing
- [+] startlfturn
- [+] lose stam each turn.
- [+] if stam drops to 0, you fall off or stop climbing
- [+] you fall if burdened
- [+] don't regen stam while climing
- [+] ai:
- [+] monsters won't start targeting lfs who are climbing
- [+] monsters don't pay stamina to move while climb
- [+] make monsters be able to climb when fleeing
- [+] let you climb down holes instead of falling
maxmp in the prompt?
- [+] manriki - throw it, tripand take time if you hit (and they fail a
trip check withbig penalties, or if they're flying)
- [+] f_tanglemissile
- [+] throwing net (add f_sticky on hit)
- [+] tweak throing accuracy
- [+] shadowcats now only produce smoke puffs, not clouds
- [+] giant fly corpse should be poisonous
- initial work on climbing ability....
chasing the plaeyr
- [+] if a monster tries to open a jammed door, make a noise
* [+] glyph of warding spell - monsters won't walk on it
- [+] ice crust not working? fixed.
- [+] seal entrance should close doors too
- [+] more kinds of wizard staff
* [+] replace 'freezing touch' with something more useful.
- [+] in askcoords, writing:xxx, use colours
- [+] replace poisongas damtype name with 'gas'
* [+] redo skill screen
- [+] make ash clouds (sleeping etc) not affect thrower's square?
- [+] There is a magical inscription here: ""
* [+] rename some spells
* [+] poltergeist spell keeps missing.
- [+] reduce fire damage from burning objects in pack, or equipped
- [+] first spell in beginner spellbook should be the one we know.
- [+] fix bug with item inspect ability
* [+] stamina food
* [+] locate object issues
- [+] still got a wrapprint bug when showing spell descriptions.
pay it
- [+] use "enchanted" weapon mod?
- [+] test
- [+] why aren't obmods working on start obs?
- [+] why isn't wizard starting with staff weilded
- [+] because gamemode was GM_LOADING
- [+] use something different during character gen.
- [+] use different text for followup weapon hits (extradam)
- [+] "you hit the xxx" (first one)
- [+] "the xxx burns" (second)
- [+] "magic blasts the xxx"
- [+] "the xxx is chilled"
- [+] move all of this into construct_hit_string(lf, victim, wep,
damtype, dam, damnum)
- [+] test
- [+] move getkillvebr() and getattackverb() into text.c
- [+] make attackob() use the same code
- [+] spellbooks now contain multiple spells
- [+] they have an associated SKILL (not spell)
- [+] they have contents (a list of spells)
- [+] hiddenname isn't getting assigned
- [+] contents aren't getitng filled in
- [+] when you read them, you learn all the spells (if you can)...
OR prompt what to read
- [+] DONT give wizards spells on levelup anymore?
- [+] gods should say WHY they are angry.
- [+] angergodmaybe, angergod need to take enum GODANGERREASON
- [+] change definitions
- [+] change calls
- [+] add new godsay text into angergod()
- [+] in progress...
- [+] currently hanging - fixed.
- [+] once done, make it not add spaces
- [+] add spaces manually in showlfstats.
- [+] once done, change all code to use wrapprint instead of
textwithcol
- [+] still an issue - everything in my inventory is coming up bold!
- [+] missing the last word again....
- [+] remove requirement that you have to be able to pick up an object
to eat it
* [+] make ninja weapons be "exotic" or ninjitsu
- [+] ghost missing melee attacks
- [+] make oil lamps last HEAPS longer too
- [+] @ should include weapon bonuses for skill/str
- [+] "headless bones" when you kill a skeleton??
- [+] allow for change of verb instead of always using "Killed by xxx"
- [+] only call maketried() for the player
- [+] don't show 'really attack the peaceful something' if you can't
see it!
- [+] vault: suply closet
- [+] 1 sq room with tools
- [+] why is hecta's pain hitting the player?
- [+] make it so you can only Offer to gods you ahve prayeed to?
- [+] recalc light on:
- [+] darkness/light spells
- [+] eye destroyed
- [+] prevent tumble/jump while grabbed
- [+] prompt to drop when wearing new armour
- [+] canine tracking should be a potion, not a scroll
- [+] some '?' help commands not working.
- [+] add f_critprotection to armour
- [+] crash when tumbling into an lf
- [+] incrase cellknown time when no cartography skill
- [+] change disarm and trip into abilities:
- [+] disarm
- [+] trip
- [+] ninja
- [+] skills:
- [+] athletics (enouhg to tumble)
- [+] throwing
- [+] unarmed
- [+] long blades
- [+] stealth
- [+] objects:
- [+] smoke bombs
- [+] shuriken - another missle. higher dam than darts.
- [+] how will this be different from the rogue class???
- [+] disarm
- [+] trip. maybe make trip polearms confer this ability?
- [+] flip .
- [+] 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
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
- [+] 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
object instead.
- [+] dynamic morale
- [+] whenever you fail a moral check, your moral gets a bit lower
- [+] opposite if you pass it.
- [+] make morale checks depend more on morale
- [+] after you flee, become timid
- [+] in io.c, show current morale if lorelev is high enough.
"looks scared/timid/confident"
- [+] implement f_timid:
- [+] (will only move into melee range if it is behind you)
* [+] checks:
- [+] monsters can't attack while prone. always jsut stand up.
- [+] call initiatemove even when atatcking
- [+] bug: monsters not gaining abilities frmo skills
- [+] bug when creating monsters with jobs: "xx looks foolish" etc
- [+] tohit penalty for small monster hitting flying or levitating
things (lower penalty for levitating)
* [+] if you are flying and get hit, you drop to the ground?
- [+] make feign death code better for mosnters
- [+] moving should cose STAMREGEN points (ie don't regenerate stamina
if you move)
- [+] maybe: when you finish sprinting, drop stamina to -2
- [+] until it gets back, you can't move at all
- [+] bug: stuck in moveto(), after walking up stairs to a new levle
- [+] happened again right after "The young wolf starts sprinting!
The young wolf flees down the staircase."
- [+] was getting stuck in donextturn because we weren't on the
plaeyr's map - taketime was returning.
- [+] shield bash skill
- [+] gain it at shieldlev beginner
- [+] costs stamina
- [+] pass a skill check based on shield skill and shield value to
stun enemy
- [+] only works if shield has hardness
- [+] only works if you're the same size or larger than the opponent
- [+] damages your shield (1d3 hp ?)
since they're ilmited by stamina.
- [+] rename dexterity to agility
- [+] The leprechaun steals an uncursed ring of miracles from you!
The leprechaun cowers away from you!
- [+] should FLEE , not cower!
- [+] should set blessknown after reading a scroll
- [+] cursed mending scroll not working on non-damaged objects
- [+] spanner helps metal repair
- [+] needle boosts sewing ability
- [+] when resting in a tent, monstesr have very low chance of noticing
you (5%)
- [+] move display of resistances to 'effects' section.
- [+] show what a mosnter wants in effects (if you have >= beginner
knowledge)
- [+] prevent running into monsters with shift+dir
- [+] infinite loop when creating a map, constant getrandomroomcell()
calls failing
- [+] monstesr will steal objects they WANT rather than always random
- [+] monster:
- [+] leprechaun
- [+] lucky
- [+] covets gold
- [+] shillelagh ? or just a club?
- [+] blink
- [+] steal
- [+] dodge
- [+] at the moment attack doesn't seem to be draining stamina...
- [+] it is, but i'm getting it right back due to attack speed.
- [+] make stamina take longer to regen. - 1 per 3 turns rather
than 1 per 2.
- [+] stamina loss must be MORE than basic regen rate (0.3)
- [+] make stamina loss for attack depend on atatck speed!
- [+] instead of "you feel sick", say "you have contracted
weakening poison" or "you have been infected with xxx"
- [+] store stamina as a float, but getstamina() should return an
int.
- [+] sprinting - use 1.5 stamina per cell instead of 1?
- [+] modify accuracy text
- [+] fork
- [+] showing f_entertext should set didmsg
- [+] instead of printing 100% accuracy, show "Acc:0" (ie 100),
"Acc:-1" (ie -10) etc
- [+] do this in @@
- [+] do this in describeob
- [+] nocturnal monsters
- [+] base monsters initially being asleep on time and whether
mosnter is nocturnal
- [+] also during aiturn(), if they have nothing to do and it's
their sleeping time, goto sleep
- [+] add flags
- [+] flies should always move towards corpses if possible
- [+] maybe F_WANTSOB corpse, covet?
- [+] but thye can't pick it up so they'll just hover nearby?
- [+] now they can be hostile too
- [+] when we're picking a random corpse, try again if we get something
with nocorpse like a ghost
- [+] getrandomcorpserace()
- [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should
be more like 5
- [+] severed finger shoudn't count as making you bleed when you attack
- [+] in askcoords, always show cell name
- [+] monsters with no melee attacks can always cast spells while
adjacent
- [+] resting issues
- [+] having a temporary injury means oyu need to rest, so don't
say "you don't need to rest"!
- [+] also don't stop resting until all temporary injuries are
healed
- [+] show comparative weights / armour ratings
- [+] make price for npcs to join be lower
- [+] assertion failure with who->timespent == 0 when a mosnter falls
through a hole
- [+] (after I follow by falling down the pit)
- [+] make taketime() not work when not on the player's map
- [+] bug - monsters never waking up
- [+] "tailwind" spell (fast movement speed but forwards only)
- [+] now that i have Hardness, _all_ reduced damage should go towards
armour.
- [+] earthquake - pits open up around you (but not under you)
- [+] force sphere - radial blast outwards, knocks back lfs + obs +
doors etc
- [+] warn before moving/attacking with bleeding injury
- [+] leg slash = hploss form move
- [+] hand slash = hploss from attack
- [+] warn before walking onto pentagram with blessed gear
- [+] explosion should cause dt_explosion injuries?
- [+] massive damage to whatever armour is there
- [+] OR if no armour:
- [+] limbs
- [+] lose hand
- [+] body
- [+] collapsed lung (fitness = 0)k
- [+] ribcrack (like bashing one)
- [+] head
- [+] ringing ears (can't hear anything for a long time)
- [+] burnt eyes (blinded)
- [+] bug: not seeing fall msg during move (fell due to leg injury)
need 'didmsg'
- [+] getrelativedir should always return FRONT when uou have
f_awareness
- [+] bug: shouldn't try to leave trails when inside walls
- [+] announce when armour saves you from critical hits
- [+] F_DONELISTEN isn't working now - i'm getting multiple "you hear
buzzing to the north".
- [+] N_FLY needs to act the same as N_WALK (ie. be NC_MOVEMENT)
- [+] make validatespellcell() work on abilities
- [+] sonic bolt
- [+] mutated bat (sonar - damage)
- [+] merloch (sonic scream - damage)
- [+] 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
spells)
- [+] allow dodge/catch of thrown object when there is no thrower (ie.
arrow traps)
- [+] simplify monster spellcasting
- [+] don't use any mp
- [+] select power based on monster hit dice only
- [+] monsters should cast spells less often - use f_castchance,
default of 15% chance
- [+] TEST
- [+] you keep your own mpdice when polymorphing into a mosnter
- [+] fxied: throw a tranq dart, then:
- [+] The cockatrice loses consciousness. The cockatrice falls
asleep.
- [+] bug: can't operate a fridge on the ground cause it's too heavy to
lift
- [+] monsters generated on dark levels should always have seeindark 3-4
- [+] vending machines not working... fixed.
- [+] in getchoicestr:
- [+] if !showall, and if it shows a longdesc, then you hit
backspace, longdesc should be cleared.
- [+] show completion in a different colour
- [+] bug: sometimes we seem to have map->room[x], but no cells with
cell->room->id == thatid!!
- [+] stop vaults from overlapping.
- [+] taking too long to walk down levels - enforce max number of
monster free turns
- [+] inept weapon penalty should be slightly higher
- [+] bad feeling check is too easy.
- [+] skeletons should have f_noinjuries
- [+] shouldn't check for slipping on things while swimming
- [+] tweak how traps + perception skill impact search checks
- [+] bug: sometimes we have no player start position.
- [+] if the vault creation fails, restart map generation.
- [+] only give study scroll ability at high spellcasting skill
- [+] typo: ring (1 charges left)
* [+] god effects when you die:
- [+] pea soup should work in the cell in FRONT of you.
- [+] bug: ring of control seems to work when you _weild_ it!!
- [+] non-lethal weapons
- [+] sword of mercy (at <1hp, ko)
- [+] tranq dart
- [+] add sleeptypes
- [+] change all refernces to f_asleep->val[1] (now an enum)
- [+] change "stirs in its slumber" if unconscious
- [+] change all 'fallasleep' calls
- [+] attacking a ko'd enemy with merciful weapon should do nothing.
- [+] ai shouldn't target ko'd enemies
- [+] ai should stop targetting people once they're dead/ko'd
- [+] bashing damage should sometimes just knock unconscious instead of
killing?
- [+] if their hp would be >= -3, and onein(2)
- [+] different body part names? "metal frame" instead of "body"
- [+] implement F_BPNAME, v0=enum bodypart, text = name
- [+] getbodypartname() needs a lf argument.
- [+] once i add this, also make animals have "front legs" instead
of "arms", "paws" rather than "hands" etc.
- [+] fix calls to getbodypartname to pass in lf or null
- [+] cyborg mods:
- [+] can't wear most armour?
- [+] need f_noarmouron - we HAVE this bp, but can't put armour
on it.
- [+] large rust damage from water
- [+] if you have a bad feeling about an object, mark it as "[bad]"
- [+] f_knownbad
- [+] killing should anger the god of mercy
- [+] make detect life last longer
- [+] stirge should have enhacnesmell
- [+] plants should never "turn to face you".
- [+] they should be able to see in all dirs.
- [+] don't announce "turns to face" if the lf has f_awareness
- [+] AGAIN: walk on to a dark place and i can still see my own cell!
needed >= instead of > in celllitfor
- [+] don't show sacrifice text if you can't see
- [+] butterflies shouldn't produce light.
- [+] peaceful things shouldn't turn to face you all the time (only low
% chance)
- [+] CRASHES when killing flags
- [+] killflag() was dereferencing f-> after freeing it.
- [+] skill which aren't ready not showing up in 'm' list
- [+] i think a previous fix for spells broke this...
- [+] whatever it was, it shoudl only apply to spells, not
abilities.
- [+] don't show @G if you're looking at someone else.
- [+] sunrise code didn't work - i immediately went to full fov!
- [+] was a bug in isnighttime().
- [+] jimbo needs more hp
- [+] diningroom should have a fridge, instead of all food being on
ground.
- [+] bug: "it is pitch black" as soon as you use stairs....... need to
recalc light
- [+] show temp lit areas as bold
- [+] do it.
- [+] test.......
- [+] notification of being followed to other maps/stairs:
- [+] "you walk up the stairs. xxx follows you."
- [+] implement.
- [+] move sacrifice code to god.c
- [+] change twoewapon->master to make your second weapon act like a
shield
- [+] ie. getshield() returns it.
- [+] act like low level shield skill. special case in
SC_SHIELDBLOCK
- [+] make twoweaponers only be able to use secondary weapons in which
they are skilled.
- [+] rename magic skills: Magic:Cold
- [+] bug: infinite loop in poison arrow trap - make sure the arrow
always dies.
- [+] bug: c4 didn't kill iron door
- [+] implement stamina (float). max is Fit/2
* [+] in startlfturn:
- [+] sprinting drains this.
- [+] ...then stop using f_sprinting for exhausted
- [+] ...and remove f_tired
- [+] if exhausted, stop sprinting. (in modstamina)
- [+] change crushed windpipe
- [+] f_stamcost for abilities.
- [+] modify cancast.
- [+] tumbling
- [+] jumping
- [+] rage
- [+] swimming
- [+] drains stamina like sprinting
- [+] if stamina drops to 0, you start drowning.
- [+] new spell: lethargy (sets stamina to 0)
- [+] if a sleep spell fails, use lethergy instead.
- [+] no attacking while stam = 0 ???
- [+] need to update statbar right away when casting ongoing spells.
- [+] bug: reading an awareness scroll counting as an active spell!
- [+] genericise magic resistance check into a function
- [+] "disorient" - l1 mental spell which randomly turns lf, someitmes
makes them dizzy
- [+] change stun - just means you can't attack, cast spell, use abils
* [+] AI shouldn't look for targets if stunned or no stamina
* [+] why do mosnters end up facing -1 (d_none) ??
- [+] turn undead problem.
- [+] The skeleton turns to flee from you! The skeleton bites you.
- [+] crit which spins you around (bash to body)
- [+] say "you attack xxx from behind" when you ar ebehidn them and
they can't see you
- [+] or "you attack the helpless xxx" when thye just can't see you
- [+] genericise sacrifice text
- [+] fix up weight of heads (8% of body mass)
- [+] make attribss do more:
- [+] iq: determine how soon you learn new skills (ie. modify
SKILLXPPERPOINT)
- [+] fit: determines stamina points.
- [+] wisdom >= AT_HIGH
- [+] warn before wearing/eating/drinking/weilding unknown
bad/cursed objects (low chance)
- [+] use isbadobject()
- [+] chance:
- [+] high = 10%
- [+] vhigh = 30%
- [+] exhigh = 50%
- [-] idea: sacrifice to gods to make them happier
- [+] mercy: weapons
- [+] death: any corpses
- [+] thieves: gold
- [+] make it only protect against missiles? no AR as such
- [+] facing N, walk NW. turn instead of walk! bug in
getrelativedir(). fixed.
- [+] ctrl+dir = turn.
- [+] make novice level listen more useful.
- [+] l2 tech: "styptic" -
- [+] heals certain bleeding injuries
- [+] then if still bleeding() due to low hp, heal back up.
* [+] tool: bandage -fix blood loss
- [+] change enhancedsmell to happen in same place as 'detectlife'
- [+] spells:
- [+] sixth sense - l1 - warns if someone is within 2 cells behind
you. lasts for a single use.
- [+] canine tracking - l2 divination spell, gives temporary
enhanced smell for short range (3).
- [+] heightened awareness - l3 ongoing divination spell to enhance
FOV to 360 degrees
- [+] scrolls for the second two
- [+] apportation
- [+] let wizards pick two secondary spell schools
- [+] start with beginner in primary, novice in sec
- [+] 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
- [+] CRASH in linkexit()
- [+] make most monsters either have sk_perception at least novice.
- [+] show success rate when studying scrolls
- [+] bug: unable to drink from fountains anymore
- [+] always use multidrop - this will free up 'D'
- [+] forest tree cluster maps are not working - only a single tree in
each cluster!
- [+] crash - ghost adding footprint to solid cell!
- [+] amberon's wrath for attacking peaceful should happen once per
ATTACK, not once per HIT
- [+] show cells outside LOS as blue or darkgrey
- [+] Don't place normal rooms next to the edge of the map either!!
- [+] getradiuscells(scatter) needs an option to include density
- [+] then make absolute zero have high density
* [+] summoning spells on pentagram will summon a demon instead
- [+] "confusion" / "baffle" mental spell - l2
- [+] add 'concussion' injury (head bash) - confusion effect.
- [+] iswoozy checks for this.
- [+] severed limbs -"frominjury" so taht you can heal them
- [+] linkexit() needs to be able to handle making THREE turns:
- [+] when looking for turnpos, remember each up/down celll
- [+] if we don't find one ("annot find a way to link up") , go
through each up/down cell and look left/right
- [+] fix is in place.
- [+] tested.
- [+] bug: doors being placed on top of rock walls!!! think this is
related to fix_deadends.
- [+] assert statement added.
* [+] bug: no up stairs generated on first dungeon map! was being
removed by clearcell() for overlapping rooms.
- [+] mass stun spell - l4. stuns all in los ?
* [+] make "stun" / massstun durations be 2-4 depending on power
- [+] "restricted" jobs/races?
- [+] don't put shopkeepers in pubs
- [+] make a per-map maxvisrange. the deeper you go, the lower this
gets (ie . it is darker, less ambientlight)
- [+] limit getvisrange(lf) by getmapmaxvisrange()
- [+] map->habitat->maxvisrange. set this during createhabitat()
- [+] reduce maxvisrange
- [+] reduce it to 6
- [+] why can i still see 1 cell?
- [+] why can i still always see my own cell?
- [+] when in pitch black for a certain amount of time, your vision
adjusts to maxrange=1
- [+] ie. getnightvisrange(lf) should be modified by
lf->eyeadjustment
- [+] reset if you can ever see a lit cell.
- [+] when this happens to the player:
- [+] msgs about this
- [+] also force light recalc
- [+] only recalc light when dirty
- [+] if we call "haslos()" for a lf and they have losdirty,
precalclos first.
- [+] vis range problems
- [+] sunglasses/footballhelm visrangereduce isn't working anymore
- [+] it's reducing maxvisrange(lf).
- [+] BUT - my maxvisrange is 5, which is still higher than the
ambient range.
- [+] need to apply reductions AFTER ambient light
- [+] NOW eyeadjustment isn't working. because cell lit is
l_temp, not l_notlit.
- [+] but if this is the case, why can't i see? anwer: because
my visrange has been reduced to 0 due to no ambient light!
- [+] so.... how do i make lightt sources override this?
- [+] maybe say: if a cell is lit, i can see it, even if it's
outside my ambient light.
- [+] falling over isn't reducing your visrange anymore
- [+] why doesn't eyeadjust make the screen update?
- [+] is regular "haslos" code ever used anymore????
- [+] now i can't see lit cells in the darkness again....fixed
- [+] after you calm something, give it xpval0
- [+] show message when calm animals fails
- [+] check all spell sc_resistmag oskillcheck difficulties
- [+] diff should be 20 + (spelllev*2) + power
- [+] l1 spell should be diff 20
- [+] l2 should be diff 24
- [+] ...
- [+] l7 should be diff 34
- [+] bleeding injuries should make armour "bloodstained" (5% chance
per turn)
- [+] msgs for "the sun is starting to set" and "the sun is starting to
rise"
- [+] make 6am, 18pm be constants
- [+] add crushed windpipe - lower Fitness, cannot sprint
* [+] CRASH when going down stairs! another overlapping room bug i
think.
- [+] cockatrices and chickens should cluck
- [+] canwill param: race:xxx;
- [+] define it
- [+] use this in "createmonster"
- [+] use this in "polymorph" when on self
- [+] then remove f_forcepoly
- [+] TEST
- [+] make playerstart vaults able to appear randomly (just don't place
the the "playerstart" object)
- [+] redo texttospellopts() to make it more friendly
- [+] give a list of what we want as args, rather than passing lots
of nulls
- [+] "pw:", &localpowervar etc
- [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during
losehp.
- [+] rename turneffectslf() to startlfturn()
- [+] show hunger level as a bar in @@
- [+] warn before becoming burdened.
- [+] warn when you ARE burdened. at the end of moveob()
- [+] l6 - absolute zero (turn everyone around you to ice, freeze all
obs, turn ground to ice)
- [+] some monsters leave non-meat food behind?
- [+] cactus -> cactus juice/fruit
- [+] dreamfungus -> sleeping powerder
- [+] silver weapons (5% chance on eligible weapons)
- [+] hurt vampires
- [+] vulnerable to mat??? - then use fromob in losehp()
- [+] f_matvuln mt_xxx multiplier
- [+] add some silver weapons
- [+] f_canbediffmat mt_silver 10%
- [+] if f_canbediffmat is true, sometimes change material to
this on creation
- [+] getobname - if material is differnet, show this
- [+] dagger
- [+] sword
- [+] arrow
- [+] bolt
- [+] dart
- [+] addob should accept 'wantdiffmat'
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)
of listen check easier.
- [+] they tend to only wake when i'm 1 sq away
- [+] get rid of sprintf
- [+] replace all with snprintf via macro
- [+] then search for HUGEBUFLEN etc and fix up
- [+] compile with -O2, fix up warnings.
- [+] gaze attacks (ie eyebat, beholder) now need 2way los, and glasses
will protect you
- [+] use "wrapprint" to show physical props in @@
- [+] glowbugs should flash upon death
- [+] should stop gaze attacks (like eyebat)
- [+] golden cobra - acidspit at eyes
- [+] bright flash (glowbug, and make some of them hostile)
- [+] flashbangs (make them more common)
- [+] combine tracking with searching and call it "Perception"
- [+] replace all occurences of SK_xxx
- [+] replace skillcheck (or make it use different skill)
- [+] 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
- [+] instead of evasion skill giving a fixed boost, make it change the
evasion bonus due to xp level.
* [+] give monsters free moves when you go back onto a level, BEFORE
placing the player.
- [+] fix dungeon code to eliminate nonlinked rooms
- [+] force all vaults to be at least 3 squares away from map edges
* [+] implement flood-fill test.
- [+] fix bug with redrawing when you open a door.
- [+] fix bug where pleasing gods during killflag() causes crash.
- [+] creatures >= 2 sizes bigger than you should block los
- [+] explosion trap should kill doors
- [+] redo getflags to take more args
- [+] genericise isprisoner code
* [+] jimbo's lair needs a portal back to dlev1
* [+] linkexits still not working properly. fixed i think!
- [+] rename some spells
- [+] make max spell level be 6 (to match up with pr_master)
- [+] modify mp per level by sk_sorcery/2
- [+] bug: reading a blessed scroll of manding does nothing!
- [+] improved crit effects
- [+] bash
- [+] slash
- [+] fire dam cauterises slash wounds
- [+] cold dam fixes brusing
- [+] add crit chance to weapons. (default of xxx)
- [+] stirges shouldn't be able to latch on if you have no exposed body
parts
- [+] more haslos() improvements
* [+] fix god pleaseing when fleefrom expires
* [+] bug with pet running away
- [+] instead of "You hit xxx but do no damage", say "You hit xx
ineffectually."
- [+] if you do >half someone's AR, they always take at least 1 damage
- [+] initial objects aren't worth any points
- [+] 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)
- [+] monsters should only weild weapons if they are better than their
inbuilt attcaks!
- [+] show dtected obkects in bold green
- [+] bug: can blink into impassable objects
- [+] infinite loop in ai turn for porcupine.
- [+] movetowards()
* [+] vampires
- [+] vampire changes back to its original form. CRASH.
- [+] limit name length
* [+] The fire titan is burnt by a flaming greatsword!
- [+] make ar slightly less effective.
- [+] don't prompt "really walk into xxxdangerousthingxxx" when
carefully walking.
- [+] allow dodge check for web spell.
- [+] speedups in attack.c
- [+] "the centipede bites you" "the centipede hits you"
- [+] how did it get "hit"? it should only have a teeth attack!
- [+] after looking at skills, bottom line of status bar isn't redrawn.
- [+] anything with a --more--
- [+] druids regenerate mana based on nearby plants
- [+] bug: "your young wolf starts casting a spell" when sprinting.
- [+] bug with AI follow code - now fixed.
- [+] make ai pets be able to "smell" the player.
- [+] unarmed adept: break wood (no "ow!" and extra dam to wood/doors)
- [+] automatically give all player pets the ability to see footprints!
* [+] monsters not following properly! fixed now i think.
- [+] mark fountain potiontypes as "tried" after you drink
- [+] replace barbarian with warrior. make it armour-based.
- [+] bug: "A Jimbo comes into view" should be "Jimbo coes into view"
- [+] more findlfags() calls needed in lf.c.
- [+] give jimbo f_dontleaveroom!
HELP SYSTEM
- [+] ?? for commands
- [+] ?s for skills
producing!
* [+] bug - water appearing in walls.
- [+] make armour less common in forests
- [+] too many --more--s when enhancing stats. use drawmsg() rather
than more().
- [+] when i go up/down stairs, i keep ending up BESIDE them??
* [+] "you hear footstepszzzzzzzzzzzzzzzzzzzzzzz" (random junk)
- [+] when i start training with a spell active, it gets interrupted.
try again, interrupted again! works 3rd time.
- [+] replace lockpicking with "locksmithing"
- [+] replace 'body control' with 'slow metabolism'
- [+] pit traps broken - fixed now.
- [+] doheading issue in @M still.
* [+] how did zombie get 28 hp? bug in rollhitdice.
- [+] blind a skeleton with light. it gets blind, starts fleeing. but
because it can't SEE you, it stops fleeing instantly!
* [+] getflags(flagpile_t *fp, ... )
- [+] stun spell
- [+] only say "x2" etc if msgbuf we are going to draw still contains
the original text.
- [+] when you level up, your psionic skill determines your chance of
learning a new psionic spell?
- [+] when you teleport/use stairs, get all allies in SIGHT, not
adjacent.
* [+] more traps!
* [+] prisoners in cells
- [+] recruitment: instead of outright refusing to join, just up the
price.
* [+] make spellbook contents depend on map difficulty
- [+] cloak of shadows - give invisibility when in darkness
* [+] limited wish:
- [+] casting WISH reduces max hp by 50%!
- [+] monster ai code: if inventory full (or close), put non-eqiupped
stuff into containers
* [+] infinite loop in firedam to lf
- [+] pot of xp isn't working for monsters. they get no more hp!!
- [+] summonmosnter should jsut relocate existing uniques
- [+] 'planeshift' spell for gods - "unsummon"s them.
* [+] diety - greedgod
* [+] more village contents
* [+] trapped doors/objcets
* [+] make careful walking have less chance of triggering some traps
(eg tripwire)
- [+] dex penalty when drunk
- [+] require dex to put on most shoes
- [+] Diety's short sword of pyromania isn't appearing?
- [+] make sure i can tumble over traps
* [+] able to cut tripwires with slashing/chopping/piercing weapons?
- [+] maybe make cmomando have no weapon skill
- [+] make armour more common
- [+] shouldnt be able to swap place with someone who is sleeping
- [+] if you're not in the water, can't see lfs in water (unless they
are adjacent)
- [+] You break free from the zombie! You reintegrate inside a solid
object!--More--
* [+] shopkeepers will charge an extra fee to identify stuff
- [+] shouldn't get an empty flask when I dirnk from a fountain!
- [+] identify and remove curse scrolls should be COMMON
* [+] provide detailed skill descriptions
- [+] dumpoutlines()
- [+] make minotaurs stay in room
- [+] make minotaurs have good smell
- [+] don't auotreveal vaults.
* [+] should be able to fill flasks from fountains
- [+] don't announce corpse decay death while training.
* [+] add the initial godstone at the bottom of firstdungeon
* [+] make fountains names same as their linked potions
- [+] bug: when filling potions from the ground, ground object was
never dryaing up
Beggars
- [+] stealing ability sometimes. run away after using this
* [+] various lots of generic f_talktext->"have a coin to spare?"
World map
- [+] 1-2,1-2: habitat: village
- [+] multiple villages
- [+] vault: island with treasure (or acid island?)
- [+] jump into a water - it splashes small puddles to surrounding
cells
* [+] let dig spell go up/down.
* [+] fountains, random potion effect or water (blue _ or })
- [+] make thingchance and obchance be habitat_t parameters.
work on game goal
- [+] find a way out of the magical dungeon barriers in the first
dungeon
- [+] slime
- [+] troll = t
- [+] lizardman
- [+] ogre
- [+] kobold
- [+] fire sprite
- [+] hobgoblin
- [+] bugbear
- [+] gnoll
- [+] giant
- [+] zombie
- [+] skeleton
* [+] ghoul
- [+] ghast
- [+] can operate spanner to
- [+] jam/unjam a door
* [+] visibility
- [+] initial code for monsters opening doors while giving chase
- [+] acid does more damage to armour
* [+] implement temporary flags.
* [+] implement unknown flags
- [+] mana spike
- [+] energy bolt
- [+] energy blast (hits all in radius)
- [+] flash (like flashbang)
- [+] telekinesis (open/close doors remotely, grab/throw objects
remotely)
- [+] mindscan - knoweldge of hp etc
* [+] airblast (push obs, push someone very far, AND lose obs. break
walls they hit?)
- [+] fireball - sets on fire
- [+] flamepillar
- [+] fire arrow
- [+] spark (light a flammable object)
- [+] flameburst - 2d8+3 damage in a circle
- [+] burning wave - 2d10 damage and set on firea, line towards target
- [+] range 3
- [+] freezing touch (turns an object to ice)
- [+] knock - opens doors
- [+] gas form
- [+] polymorph
- [+] write on floor
- [+] light
- [+] weaken (lose str)
- [+] poison cloud - change cloudkill to this?
- [+] animate dead
- [+] posession
- [+] minor healing
- [+] healing
- [+] turn undead
- [+] identify
- [+] detect magic
- [+] detect aura
- [+] reveal surroundings
- [+] uncontrolled teleport
- [+] speed
- [+] slow
- [+] boost gravity
- [+] create monster
- [+] divine
- [+] wish
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
getspellschoolknown() should return the HIGHEST known skill, not
the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
through right away
* [+] all towns should have:
- [+] give monks more psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance.
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
- [+] getdirtowards/away bug
- [+] metalwork or armour skills let you see armour hp!
* [+] allow players to select their weapon specialties at the start
- [+] make statbar easier to read
* [+] druids
- [+] spark on rum will blow it up!
* [+] evasion skill
- [+] add charisma
* [+] add speech skill
- [+] bug: gate to level 1 took me to the outside!
* [+] bug: not hearing shopkeepers final yell - out of range??
- [+] special corpses: i - a Jimbo corpse should be "Jimbo's corpse"
- [+] when autogenerating monsters, make sure they have ammo for ranged
weapons.
* [+] map to town
- [+] randomly place the town now.
* [+] shopkeeper still doesn't talk to us if we can't see him when we
pick up an object
- [+] i am STILL not hearing when the shopkeeper yells you "stop
thief"!!
* [+] bug: LOTS of dungeon rooms with no exit
- [+] town guards want money
- [+] announce "a xxx falls through a pit"
* [+] make running go around corners
* [+] colourise known skills
- [+] rename constitution to fitness
* [+] scroll of mending - should this fix dulled weapons (by hitting
doors etc)?
- [+] colourise @@ (boldwhite for titles)
* [+] colourise @s
* [+] colourise @m and @e
* [+] 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
* [+] implement regions
- [+] new vaultflag: norandom (doesn't rnadomly appear)
* [+] jimbo's lair
* [+] implememnt skill training
* [+] still a bug with flooded rooms having no doors!
* [+] change f_impassable to be a size _range_ which can't pass it.
- [+] metal armour should add to walking volume!
- [+] sewing/metalwork skill to repair cloth/metal armour, instead of
"armour" skill?
- [+] moveob() onto a pit - they fall through!
vault options:
- [+] dlevmin/max:xx appears at this depth/difficulty
- [+] goesin appears in habitat xx (if none of these, can be anywhere)
- [+] habitat has to be a struct first, with a name.
- [+] norandom (don't randomly generate - only from outline)
- [+] pits
- [+] only one can exist in a cell
- [+] replace getemptycelltype() with entries in habitat_t
- [+] make map->habitat a link.
* [+] update linkstairs to do pits
SPELLS:
- [+] shatter (grav/air, break glass, break potions. damage to anyone
nearby)
* [+] repair armour
* [+] armour "hardness" to reduce damage?
- [+] fix resting while poisoned.
- [+] shouldn't be able to attack while ethereal
- [+] cursed scroll of mending should damage stuff
- [+] spark should light unactivated candles/torches instead of
igniting.
* [+] askcoords: add a subprompt param:
* [+] xp levels:
- [+] stealing skill
* [+] alarm spell - level 1 wild magic
- [+] reduce damage when drunk (-1d3)
* [+] better armour material damage immunities
* [+] bug - lots of mosnters on same square - bug with f_numappear
- [+] chat-> "go to x,y" (they must have los to there)
- [+] reduce # objects in rooms again!!!!
* [+] put gatekeeper on DLEV 6
- [+] bug: when doing a heavy blow, don't use weapon effects liek trip.
- [+] don't show "[magic]" or [inspected] at end of game
- [+] knockback bug: You flatten the kobold! The kobold slams into a
rock floor!
- [+] warn before dulling blade.... (if pretty high iq)
- [+] monstesr should not start eating when enemies are nearby!
- [+] increase weight of weapons
- [+] fix up what counts as a heavy wep
- [+] check throwing - i can throw a 6.5 javelin 6 squares with a str
of 7!!
- [+] eat blinkdog corpse for instant blink ability
- [+] true strike (???, next xx attacks alway hits). xx is power/3
- [+] floating disc (summon)
- [+] obscuring mist spell fixes
- [+] evaporate spell - turn water into steam
- [+] monster generation bug? even on dlev10 i'm stil getting mostly
kobolds
- [+] ai infinint eloop again - frost hawk trying to open door
- [+] another infinite loop - not falling through after spell failure.
* [+] reduce attack delay for most weapons.
- [+] letplayer see a tiny bit in the dark (1 cell ?)
- [+] beginner tracking not working - fixed.
- [+] only show "...but do no damage" if you have good knowledge about
their race.
- [+] make gold lighter
* [+] footprints glyph shouldn't override pudles of water!
- [+] only show eviscerate etc if you have good knowledge?
- [+] don't start monsters on the stairs/magical barriers!!!
- [+] stone should be immune to more damage types
* [+] addexits adding way too many exits.
- [+] blessed identify should ID everything
- [+] blessed mending mends all
- [+] don't make noise when slowmoving.
- [+] eyebat dispersal big: The eyebat's strong scent leading north
disappears!
- [+] go over footprint+scent+corpse and pickup:"You can't pick up
footprints!"
* [+] doors can't do on top of each other!!!
* [+] low ground
- [+] make sure you can't have more than one "water" object in a cell.
* [+] make val2 of rarity be "common/uncommon/rare" etc
- [+] more monster types should appear in the forest.
- [+] when i go down stairs into a dark area, "it is pitch black!" is
being cleared.
* [+] helm of the poltergeist
- [+] flying creatures get penalties in webs etc
- [+] blind things shoudln't follow up/donw stairs
- [+] You shout a blood-curdling war cry! The sawgrass turns to flee
from you!
- [+] potions still worth too much. minor healing was 420!!
- [+] AI should only go towards covetted object if it's closer or the
same distanec as target.
- [+] branded objects should be worth LOTS - at the moment they're
worth 1!!
* [+] maybe just adjust value of rarity?
- [+] don't roll spot checks while training!
* [+] replace f_nofeel with:
- [+] revenge did too much damage (50)
* [+] change how AR works
- [+] need to add: "really walk into a falling rock trap" ?
- [+] put only ONE staircase going up on dlev 0
- [+] why am i stopping sprinting after 1 move?
* [+] somehow make sure mosnters can't see footprints in a cell with
mist
- [+] bones shouldn't be able to catch on fire.
- [+] when you levle up, gainskill BEFORE getting new spells
- [+] put out flaming objects after pickup
* [+] don't say "really target yourself?" when using a potion of sleep!!
- [+] enhance a random skill when levelling up? every 2 levels?
- [+] weaken koboldsa little - less change of javelin
- [+] don't drown instantly - take a few turns, depending on CON
* [+] create vault spell for debugging ???
- [+] doors in the middle of rooms.
- [+] highlight selected choice in askstr
- [+] flooded_room being created without walls!!!!!!
- [+] describe spell from levleup not working
* [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!!
- [+] fire wizard not prompted to get firedart at l2..
Vaults
* [+] X corridor -
- [+] crosshatch
- [+] should water be ~ instead ?? and change whatever is currently a
tilde to something else...
Initial work on goal:
- [+] surround all stairs with barriers
- [+] start player NEAR stairs (randomadjcell from stairs, allowexpand)
+ methods of escape
- [+] knock scroll
- [+] digging (but it stops the dig from going any further)
- [+] sort OC_ in defs.h
- [+] when a monster UNHIDES, need to redraw!!!
* [+] chain lightning
- [+] teleportation trap
- [+] wish bug with invalid strings: The xxx's strong scent leading
east appears on the ground!
- [+] bug: animals ggetting extra attacks due to unarmed skill.
- [+] change melee attack with 2nd hand to happen at SKILLED level, not
adept.
* [+] infinite loops during creation
- [+] make javelins weigh more
- [+] potions still cost too much.. should be at least 1/3 the cost
- [+] "you feel footprints here". need F_nofeel
* [+] vaiultlegend_t
* [+] vaultdef_t
- [+] implement addlegend()
- [+] implement addvault()
- [+] function to read in a vault from a data file
- [+] vs_noid
- [+] vs_loadingmap
- [+] vs_loadinglegend
- [+] vs_loadingflags
- [+] vs_loading
- [+] load all vaultdefs in at start
- [+] change createroom to calculate the posistion
- [+] for each room, give a %chance of haivng a vault. (based on
habitat?)
* [+] createvault(map_t, roomid?, char *vaultid)
- [+] mapdata with letters
* [+] MSG up vault errors on load.
- [+] Select job _before_ generating first map.
* [+] make addob() handle door flags:
* [+] addob() improvements
* [+] wish bug: first object goes in pack, rest on ground.
- [+] genericise getroomedge()
- [+] finish 'autodoors' (at the end, add doors if none already done)
- [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x,
v1=y, v2=pct text=what
* [+] "what" can be:
* [+] scatter:y1:x2:y2:what:chance%:howmany
* [+] some way to make the @map bit just say 'random room at least 2x4'
- [+] make "scatter" able to take range instead of count.
- [+] make "scatter"able to take x% instead of count.
- [+] upsidedown chars no longer working with winch()
- [+] ensure no DUPE ids
- [+] make legend take percentages (optional)
- [+] make "at" take negative values...
OPTIONS
- [+] autodoors - put doors on edges like with normal dungeon rooms.
* [+] autopop - fill with obs/monsters like normal rooms
VAULT FILES
- [+] flooded room
- [+] labyrinth
- [+] vault (lots of money, locked secret doors)
- [+] monster zoos (money and monsters)
- [+] diningroom - lots of tables and chairs
- [+] circleroom
- [+] pillared room
- [+] glass pillared room
- [+] cockatrice lair (statues)
- [+] traproom - need "random trap". need OC_TRAP.
- [+] BUG: piranhas walking out of water sometimes.......
- [+] add startatt x-y rather than just a bracket. use text field.
- [+] make teleport auto move away form lfs
- [+] add minotaur
- [+] copy getmovespeed() water code into getactspeed too.
- [+] CAN throw missiles or fire guns while swimming, but you have an
accuracy penalty, and they go slower.
* [+] can't cast spells while in the water
* [+] sk_swimming
- [+] new obclass - terrain - goes baove everythign
- [+] remember tarrain like dfeatures
- [+] replace cone of cold with cold ray which hits all objects in the
path, but stops at the first lf.
- [+] towel - dries things off.
- [+] f_needswater - suffocate if you aren't in water.
- [+] l6 nature - FLOOD.
- [+] make water jet leave a water trail
* [+] water monsters ( non-grey ;)
- [+] add aquatic mosnters to flooded rooms. addmonsters needs to check
for water.
* [+] SPEED UP the game. running very slowly now. switched ncusrses
draw func.
- [+] fix crash when moving off forest map with DC_xx instead of D_xx
- [+] 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