Commit Graph

16 Commits

Author SHA1 Message Date
Rob Pearce 94ed133ace * [+] hiscores
- [+] 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
2011-07-28 22:45:34 +00:00
Rob Pearce cf328f849f * [+] check darkmantle code now that i can se ab it in dark
- [+] 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
2011-06-23 05:57:55 +00:00
Rob Pearce 9db5f3aeec - [+] adjust damage for size
* [+] 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
2011-06-20 03:16:30 +00:00
Rob Pearce 27d22df11d - [+] implement getradiuscells()
- [+] 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)
2011-06-09 08:58:35 +00:00
Rob Pearce 3442dc293d - [+] display cell wall types in askcoords()
- [+] 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
2011-06-05 09:21:21 +00:00
Rob Pearce c32f93294c * [+] calcxp
- [+] more low power rings
- [+] don't think book names are being randomized - always 'azure'
- [+] charm moidifications
- [+] possession modifications
- [+] troglodyte being made with 180180108180180 mp!!
* [+] gain skills on level up for some jobs
- [+] only magic/blessed weapons can hit noncorporeal things.
- [+] monsters shouldn't walk into walls to attack things there.
- [+] The skeleton slams you with a boulder.--More--Innate Attack:
      boulder . was a bug in HASATTACK
- [+] no polymorphing into undead.
- [+] missiles shoudl always miss noncorporeal things!
- [+] need OFFMAP as well as WALLINWAY
- [+] can't possess undead
- [+] less charges in wands
- [+] when a thrown potion misses, "xx is destroyed" rather than "xx
      shatters!"
- [+] instead of "act:slow mv: slow", just "slow"
- [+] sprinting:  "you are exhausted" isn't triggering statdirty
- [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc
- [+] allies shouldn't attack peaceful things.
- [+] make fleeing lfs use stairs
- [+] undead can't start with blessed objects.
- [+] undead can't touch blessed objects
* [+] GHOST
* [+] PET code
- [+] can't trade items if your ally has NOPACK
- [+] make sure shared xp is working
* [+] firstaid skill shows extra mosnter hp info
* [+] more low power wands - at the moment it's always light or pwoer
- [+] pets: say 'your xxx' instead of 'the xxx'
* [+] pets: dancing weapons should be pets
- [+] need f_allyof as well so that allies will stay close.
    - [+] difference is that allies aren't called "your"
    - [+] AND no alignment penalty for attacking allies?
- [+] in lfstats, move physical stuff BACK to first page!!!
- [+] remove ally/pet flag when you die
* [+] pirate job
* [+] let firearms go into primary hand. test with PIRATE.
- [+] when fighting with a non-weapon: "you whack the xxx with xxx"
- [+] add specific attack verbs to weapons
    - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs"
- [+] make showlfarmour() use colours
2011-04-11 05:05:45 +00:00
Rob Pearce 975d3c6e4f - [+] replace usage of controller == ...
- [+] change f_dam to use text field and combine with f_damtype
- [+] reduce unskilled weapon penalty
* [+] war cry - all make morale check vs user  or flee
* [+] change 'scare' fail results:
- [+] once you something flees form you, it is immune to fear from you
      for a while.
* [+] hurricanestrike ablity
- [+] check whether thrown poisoned dart works. didn't, but does now.
* [+] multiple staircases
- [+] CRASH - infinite death, then vomitted, then crash.
- [+] more wand of wonder effects 
- [+] armour skill
- [+] f_deaf
- [+] add size to lfstats
- [+] now runnign checkobdeath for lf's pack before checklfdeath.
* [+] add "{tried}" when you've traied an object but it's not ID'd
- [+] listening - at high levels this should let you detect life around
      you?
* [+] add more rings
* [+] 4leaf clover
* [+] possession spell
- [+] crash when getting job skills. You have learned the ability
      'warcry'.  Your training is interrupted!
* [+] nothing is doing much damage.
- [+] move physical details to 'effects' tab
- [+] make hexer appear with other goblins
- [+] brown snake shouldnt slip
- [+] make kobolds more common
- [+] make poison gas green
- [+] wand of invisibility should get known if we have seeinvis
- [+] when learning new skills, use askchoicestr
- [+] sunglasses should have f_noqual
- [+] make haste/slow more powerful
- [+] F_MAXATTACKS
* [+] hiddenname colour issues.
2011-04-08 03:18:54 +00:00
Rob Pearce 7e8aecf958 - [+] bug: "10 flaming arrows ##########\n are no longer on fire"
- [+] bug:  when wearing no boots: "A small puddle of water hits you!"
- [+] animated zombie keeps changing colour
* [+] wizard special case:
* [+] bug - walked down stiars on top of a monster
- [+] change "haslof" to come from a cell
- [+] replace WE_NOTSOLID with WE_WALKABLE
- [+] show hp/mp in colour
- [+] invis potion should always traget user
- [+] generic functions to curse/uncurse an object
- [+] not prompting for statgain after training properly. fixed.
* [+] pressing a key should interrupt resting
* [+] implement doublebuffering for screen
- [+] don't show attack dmg for mosnters
- [+] reduce sprint time
- [+] if a monster is chasing someone (ie has F_TARGET), then don't
      consider cursed ob ells as valid
- [+] don't hear noises when in battle
- [+] colourise attribs on status bar
* [+] askob/askobmulti
- [+] "lockpick with what" showing too much
* [+] inventoy colours
- [+] "masterwork stick" ?!
- [+] poison:  save to get rid of poison should be HARDER than save to
      prevent getting it
* [+] why are xats starting off carrying objects ?
* [+] small chance of catching a thrown missile if you have very high
      dex
* [+] if you polymorphed on purpose, have a "revert to original form"
      ability
- [+] nausea should only affect humanoids
- [+] BUG displaying knowledge when it goes longer than 1 screen.
- [+] monsters are attacking each other again! fixed?
* [+] BUG: when i load a game, i gain all knowledge!
- [+] more pole weapons
* [+] disarming weapons
* [+] tripping weapons
* [+] MORE ISSUES with askobject
* [+] validatelf
- [+] fix bug with poison triggering too often
- [+] chance of retching when nauseated. no hp loss, but takes time.
- [+] monsters shouldn't throw stuff if they don't have lof.
- [+] fix crash in knockbackob->fireat, caused by thrower == null
- [+] let high powered KNOCK knockback creatures again ?
- [+] test function to dump out:  dungeonlev   
      which_monsters_can_appear
- [+] firstaid tells you how long poison will last and whether it's
      lifethreatenting?
* [+] high level listen gives more info
- [+] wind shield spell
    - [+] repels all missiles of speed <= power 
- [+] variable level spells
    - [+] F_VARLEVEL
    - [+] when you cast, say "cast at how much power" with choices
          "Power II (5 MP)"
    - [+] show in spell list:  "5-10 MP"
- [+] replace ARBOOST with MAGICARMOUR
- [+] needan()
* [+] move psychic shield check into losehp
- [+] high level detectlife should show actual lf glyphs
- [+] control which jobs can learn which new skills.
    - [+] F_CANLEARN xxx
- [+] remember last target from spells
    - [+] askcoords = does lf for lastlftarg exist? if not, set it to
          null
    - [+] if so, start with it
    - [+] when you pick one, set it.
- [+] F_SHIELDPENALTY - modifies accuracy.
* [+] stop wizards from using shields
2011-04-06 07:27:55 +00:00
Rob Pearce 69d14c05fe * [+] goblins aren't opening doors...
- [+] xat shouldn't be able to open doors!
- [+] semicontrolled createmonster
* [+] implement semicontrolled teleport (can pick the general direction)
* [+] change how semicontrolled teleport works
- [+] make identify/remove curse more common
- [+] make minorheal/heal more common
* [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit?
      i got to 30ar very fast! (ie -45% dam)
* [+] make a special case for F_FLAKJACKET
- [+] BUG: glowbug is causing PERMENANT light, not temp!
- [+] diety ability - levelup
- [+] new damtype:  necrotic
- [+] drain life spell
- [+] make water evaporate
- [+] BUG in validating target cell. was asking a monster for input 
* [+] boots get wet if you walk in water
- [+] why does oil lamp and pil lantern make the same range of light?
- [+] fixed another vending maching crash
- [+] crash due to sprinting?
- [+] 2 blessed flask of battery acids
- [+] "This is a wand!" - don't use code for hiding names in the dark!
* [+] animals shouldn't eat their own race!
- [+] gem of seeing costs nothing!
- [+] frozen weapons do +1d4 cold damage
- [+] allomancy/psionics don't need spellcasting
- [+] poison isn't being announced on mosnters?
- [+] "you are full" only interrupt if we went < normal (ie peckish
      starving etc)
- [+] only F_HUMANOID creatures can wear armour / use weapons
* [+] what does a masterwork bow do?
- [+] implement strength requirements on weapons
- [+] UNDEAD cannot be poisoned by eating corpses!
- [+] ai lfs shoudlnt' eat tainted food
- [+] change how gravboost works wrt movement
- [+] smart ai lfs shouldnt move when in pain
- [+] don't stop walking if the only things there are non-pickupable
- [+] make mosnters swap places with each other if they are the same
      baseid
* [+] scroll of permenance
- [+] make more monsters have gold
* [+] can learn novice level weapon skills by using one a lot
* [+] finish hawks
* [+] add colour
* [+] job attribs aren't working
- [+] pile of ash has weird glyph!
* [+] when you learn the first rank of some magic skills, you get a
      spell with it
- [+] add colours to statbar
- [+] can only "stop on xxx" if you have feet
- [+] monsters shouldn't attack other to get to wanted objects.
* [+] "xat throws a knife"
- [+] manaspike doing no damage to giant newt
- [+] assign colours to rings
2011-03-31 23:54:44 +00:00
Rob Pearce 290d91677e * [+] backstab
- [+] monsters start asleep and make spot checks ?
    - [+] make them start asleep 
    - [+] then make this random
    - [+] sound will wake them (ie. "makenoise")
    - [+] when you move, make SC_STEALTH check. if you fail, you make
          noise!
- [+] must pass LISTEN check  OR have los to hear something.
- [+] "the blowfly falls asleep" "the blowfly appears" when summoned.
    - [+] don't show 'falls asleep' while being created!
* [+] don't start summoned mosnters asleep!
* [+] clean up bresnham functions
- [+] hearing - instead of just using distance, use distance modiied by
      # of walls!
    - [+] getcelldistsound() - each wall counts as an extra cell!
- [+] add WALK/FLY noises to all monsters!
- [+] don't show 'you hear xxx' when resting.
- [+] extra damage for weapon skill (up to 50% extra)
- [+] make broken glass crushable
- [+] only interrupt rest for non-peaceful, non-friendly monsters
- [+] save to fight off poison
* [+] beholder is never using its BITE attack
* [+] need a price for manuals!!
* [+] change"dobresnham" to populate an array of cells
- [+] make ai cast animate metal (if they ahve a second weapon)
- [+] implement getallegiance() to clean up isfriendly / ispeaceful etc
- [+] bug - f_else f_ifpct etc not working in startobs
* [+] OT_S_CHARM
- [+] update askcoords to show "weilding x AND Y"
- [+] stop enemies from throwing firearm ammo somehow
* [+] implement 
- [+] pacify spell
- [+] make spellbooks less common
- [+] detectmetal not wokring. fixed.
- [+] detectobjects spell
- [+] cleanup using flagcausesredraw()
- [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 05:09:31 +00:00
Rob Pearce 4edc66af47 * [+] darkmantle DARKNES isn't working! (but it does work if i cast it)
* [+] "you arrive at level 2" "it is pitch black" - but it isn't
- [+] make detect magic find more things
* [+] make some objects harder to identify? from easy->hard
* [+] magic item usage skill
- [+] with 'R', ask "heal mp, hp or both?"
- [+] make dt_fire damage evaporate water.
- [+] make ring of sight increase nightvis and nomal visrange slightly
      too
- [+] FIX seeindark to give RANGE.
* [+] BUG: monster moved on top of me!
* [+] boost spells
* [+] more boost spells
- [+] modify accuracy based on size difference.
* [+] ooze should hurt objects it steps on
* [+] resist magic save
- [+] potion of blood
- [+] ability to fill a potion with blood / water
- [+] better potion -> splash code.
- [+] stop stoning when you polymorph
- [+] can't stone incorporeal or gaseos things
- [+] cockatrice blood
- [+] cockatrice
- [+] when being stoned, give 1 turn's grace
- [+] gain/lose text for "CANWILL" 
- [+] things killed by poison gas should have tainted corpses
- [+] make troglodyte corpses poisonous
* [+] smallteeth vs teeth
- [+] fix hitconfer code
2011-03-22 07:06:28 +00:00
Rob Pearce 020f47b808 a 2011-03-04 01:22:36 +00:00
Rob Pearce 4f89ab33f8 - [+] monster which is horrific - penalties if you can see it! (or you
just can't attack?)
- [+] glow bug corpse in empty flask
* [+] auto hit if paralyzed/frozen
- [+] allomancer has permenant detect metal
- [+] remove detect metal spell
- [+] make detect magic last way longer (at least triple)
* [+] change scrolls to wands:
* [+] on "behead", leave head?
- [+] allomancer way to heal using metal? like absorb metal but costs
      more.
* [+] way to see spell descriptions
* [+] replace most occurensces of getmovespeed() with getactionspeed()
* [+] "sprint" ability
- [+] remove curse scroll!
- [+] need average IQ to know if something is rotting!
- [+] make mosnters rest.
- [+] create monster needs to cope with 'xxx wizard'
    - [+] ie. if no match on name, look for job suffixes
    - [+] if found, strip it, make the monsters (force no job!), then
          apply the job
- [+] rotting corpses turn into bones
* [+] Monster wizards start with a _random_ book, not flamedart.
- [+] 'R'esting bug.
    - [+] waited forever. NEver gained any hp!
    - [+] need to somehow check when resting that we _ARE_ actually
          gaining hp... ?
2011-02-15 18:21:33 +00:00
Rob Pearce 86ee482ce3 Updates 2011-01-31 19:16:13 +00:00
Rob Pearce 014d591109 update 2010-12-07 07:34:26 +00:00
Rob Pearce 19d30819ae initial checkin 2010-12-02 01:17:54 +00:00