- [+] if sound is behind walls:
- [+] you hear a muffled explosion
- [+] int canhear() needs one more optional argument:
&numwallspassed
- [+] if supplied, fill it in.
- [+] in noise(), check numwallspassed. if there were any, then say
'muffled'. or maybe if more than 2? play around with this.
- [+] listen skill should also give more info about NON monster sounds
- [+] ie. direction, distance.
- [+] set user->changinglev when CHECKING stairs in the same way as
when we use them.
- [+] monk abil - iron fist - use all remaining stamina as damage +
knockback
* [+] HITCONFER - this should only work if you were attacked through a
BITE or CLAW etc.
- [+] bug... werewolves etc not attacking properly after shapehifting
- [+] some tech/tools should be usable with hands (ie. watch).
f_operwithouthands
- [+] werewolves sohuld keep f_hitconfer after shapeshifting
- [+] done
- [+] summoned creatures from ai should never attack their masters!!!
- [+] only the PLAYER can be infected by a werewolf? or only HUMANS ?
- [+] when a werewolf changes to animal form, no longer hide true race
as 'human'
- [+] lycanthropy?
- [+] how to get it:
- [+] drink were-xxx blood (->potion of lycanthropy, never
appears randomly)
- [+] bitten by a lycanthrope (chance) with hitconfer and fail
a con check
- [+] change f_lycanthrope so text = racename.
- [+] effects when you get it:
- [+] right away, add diseased with lycanthropy. incubatino
infinite ?
- [+] if you are incubating lycanthropy, you always change at
the full moon (and get rage, and lose control).
- [+] at this point, complete the incubation and...
- [+] add f_hatesall
- [+] lose control for a while
- [+] after you change back the first time, you can change at
will. (but there is a risk each time of losing control)
- [+] player regains control
- [+] remove aicontrolled, hatesall, rage
- [+] actually add f_lycanthrope, text=xxx, v0=4
- [+] when f_lycanthrope v0 drops to 0 or less...
- [+] canwill shapeshift with race:xxx
- [+] how to remove it
- [+] remove curse scroll
- [+] drink holy water
- [+] these will:
- [+] cure any incubating curse
- [+] cure any f_poisoned curse
- [+] cure lycanthropy, and any flags FROMLYCANTHROPY
- [+] other effect
- [+] wont/cant walk into holy circle?
- [+] holy circle hurts you
- [+] shouldn't be able to get critical hits on you (ie. injuries) if
you ahve heavenly armour
- [+] bug in f_poisoned text. i think i've fixed this now.
Died on level 2 of the dungeon.
Killed by venom poisoning
from 5-10
- [+] donated objects count towards xp!
- [+] -50% of value if not known.
- [+] -25% of value if not id'd
- [+] donating objects will anger felix
- [+] if you burn your hands on an equipped shield, drop it autoatically
* [+] sewer stairs problem
- [+] if something redhot/flaming takes water damage, it will make
steam.
- [+] ring of unholiness(blessed things burn you - just add undead flag?
- [+] gods of purity/life will warn you first.
- [+] fixed crash checking for blocking attacks from adhesive lfs.
- [+] glorana cure poison doesn't work
- [+] cancast is returning FALSE but E_OK.
- [+] glorana isn't getting canwill ot_s_curepoison
- [+] got it - was using getspellschool() instead of
spellisfromschool()
- [+] giant spider not casting web
- [+] .oO { can't cast web right now (lowiq) (mpcost=4, i have 0) }
- [+] FIXED, and also fixed validateraces() check for this kind of
thing.
- [+] cats are now territorial with rndhostile rather than always
hostile
- [+] do final cursed wish scroll effect - magic
- [+] get a suicide spell?
- [+] thornspike armour.
- [+] new slashing weapons
- [+] new weapon: vibroblade
- [+] short blade
- [+] slashing 8
- [+] extra high crit chance
- [+] new weapon: nanoblade
- [+] short blade
- [+] slashing 10
- [+] unlimited armour piercing
- [+] laser sword
- [+] longblade
- [+] fast!
- [+] not dullable
- [+] armour piercing (not as much as nanoblade)
- [+] high critical (not as much as vibroblade)
- [+] gunblade
- [+] extra explosive damage while it has charges.
- [+] glorana accepts sacrifice of weapons, instead of food.
- [+] ekrub acceps sacrifice of food.
- [+] bug in pirate description:
- [+] Its (). It has no left hand.
- [+] god description should show prayer results. ie. "yumi will
respond to prayer by xxx"
- [+] if glorana likes you while you're sleeping say, "you dream of a
choir singing" instead of "you hear".
- [+] eating garlic gives stench.
- [+] cope with "armorpierce NA" - "will not reduce damage at all"
- [+] don't ever redraw during new level creation
- [+] lots of calls to setlosdirty() - for the player, this causes
instant screen redraw.
- [+] remember if player is changing level. if so, setlosdirty
won't redraw.
- [+] fixed!
- [+] basic clothing shouldn't be able to be cursed
- [+] don't show"you have no clear line of fire to here" if all the
things in the way are invisible!
- [+] argument to haslof: "knowlofonly" - already there.
- [+] apply this to all checks where it is from someone's point of
view only.
- [+] (ie. aimove)
- [+] (ie throw)
- [+] (ie spell aiming)
- [+] unique monsters shouldn't get things like 'hungry'
- [+] A some bread flies through the air toward you. A some bread hits
you.
- [+] related to using "FEELTEXT"
- [+] fixed - need to set "no_a" when using feeltext.
- [+] bug: ice wraith drops a bog wraith corpse
- [+] ...why ?
- [+] wish for 'ice wraith corpse', and i end up with 'bog wraith
corpse'
- [+] racename is "wraith", not "ice wraith"
- [+] ...because "p" was just "wraith corpse", what happened to
"ice" ?
- [+] wishing for "bog wraith corpse", p is "bog wraight corpse"
was expected.
- [+] for some reason the prefix "ice " is special...
- [+] it's because "ice" is the name of a material
- [+] need isvalidoverridemat()
- [+] don't show attribs as options when levelling up if the base score
is maxed.
- [+] bug donating money
- [+] bug: wearing gauntlets, someone cast heat metal on me. my
gauntlets didn't hurt me?
- [+] nor did my armour??
- [+] they get set to 'a red-hot xxx'
- [+] ...but don't deal damage.
- [+] touch() needs to differentiate touching something (with your
hands) from it touching you!
- [+] ie. int onpurpose argument.
- [+] bjorn no longer being pleased by defeating all foes...
- [+] monster modification at nighttime/daytime
- [+] undead are stronger at night (bonus on all skillchecks &
tohit) +/- 15%
- [+] undead are weaker during the day (penalty to skillchecks &
tohit)
- [+] plants are stronger during the day
- [+] describe in adept level knowledge
- [+] more work on hydra
- [+] poison breath - autocreate poison gas in front of it
- [+] cases where head not severed
- [+] criticalhit() needs to know about the weapon which was
used (or NULL)
- [+] then:
- [+] flaming weapon cauterises wound
- [+] silver does too
- [+] in this case after severing a head:
- [+] don't regrow more
- [+] lower TR
- [+] lose f_hasattack
- [+] if it was the last head, it dies.
- [+] fishfolk should have extra evasion in water, and aviads in air
- [+] implmement
- [+] apply to races:
- [+] fishfolk
- [+] aviad
- [+] nimble creatures with aquatic
- [+] nimble creatures with natural flight
- [+] announce in makedesc_race, beginner level knowledge.
- [+] bug: on load i can see in all directions, and impassable stuff
around me is obliterated!
- [+] warn when attacking will rust your weapon (if wis high enough)
- [+] yumi should like killing injured things
- [+] bug: sandman isn't attacking or casting spells. - wasn't hostile.
* [+] bug: not able to sell gems in a jewelery store
- [+] when something casts swap places, need to redo los for the target
too!
- [+] "you feel a wrenching sensation" should have 'more' after it.
- [+] stat bonuses for gods
- [+] yumi - boost wis
- [+] glorana - boost con
- [+] Lumara - boost iq
- [+] enchant weapon should remove rust too.
- [+] only place a pool of blood if monster is large enouhg
- [+] when mosnters steal gold, let them take more than just one!
- [+] monstres need to retain F_HOSTILE on polymorph! forgot about
rndhostile
- [+] change some eatconfers to blood confers
- [+] make blood splashes combine properly
- [+] test with troll blood
- [+] when you _kill_ something, drop more blood
- [+] when you behead/bisect, do splatter
- [+] in knowledge, show: "its blood can be bottled to make xxx"
- [+] (at skilled knowledge level)
- [+] test....
- [+] replace eatconfer flags with f_fillpot
- [+] make sure monsters with fillpot actually bleed
- [+] make slash etc damage ALWAYS cause bleed
- [+] make projectile damage only cause bleed if the object is
pointy (f_missiledam)
- [+] make bashing not cause bleed
- [+] make sure that bottling blood reduces/kills the object.
- [+] robots should bleed oil
- [+] CRASH: during lfhasflag(dodges) - lf.c:20201 (getobname
- [+] getting ob name of 'rdata' from celldangrous()
- [+] but rdata->pile is bad...
- [+] and object was a manual. why was a goblin avoiding a manual?
- [+] celldangerous() actually set rdata to "deep water"
- [+] ....but somehow it changed to point to a manual!!!
- [+] getdodgecell() changed it!
- [+] bug: when a monster kills anohter:
- [+] "the xxx hits the xxx"
- [+] (no death message).
- [+] either include "xxx dies". or make "xxx kills xxx".
- [+] fixed, i think. wasn't calling getkillverb when attacker was
a monster.
psychology
- [+] plauge rat should have poison corpse
- [+] bjorn should only get mad when you flee from armed foes.
- [+] Strengths: should include poisonous bite at beginner level, not
adept.
- [+] show behaviour flags in description
- [+] territorial (insane)
- [+] fleeondam (timid)
- [+] noflee (drugged)
- [+] followtime (detemrined / lazy)
- [+] muscled/scrawny
- [+] should be able to pay potion stores to id stuff.
- [+] update make_basic_shop
- [+] use shopacceptsflag
- [+] id function...
- [+] bug: scroll of wishing, Protection. keeps giving me 'sun hat.
- [+] limit possible body parts to certain ones.
- [+] when wearing armour of the spider, you should never get exhausted
from climbing
- [+] show "Threat Assessment" text on @@
- [+] only warn about pentagrams with gtaverage iq
* [+] new playable race: Wyrmspawn
reduce the impact)
- [+] remove 'attacked peaceful' penalty for animals
- [+] ring of decel should also not let YOU throw. limit your throw
range to 1.
- [+] fruit should get bruised when it takes dt_projectile / dt_bash
damage?
- [+] -25% nutrition.
- [+] f_bruisable
- [+] f_bruised
- [+] *addobject()
- [+] getobname()
- [+] gluon (yellow)
- [+] f_adhesive, xx
- [+] sticky
- [+] str check of diff xx
- [+] - weapons have a chance of sticking to it when you hit it
- [+] same if you block its attack with a shield.
- [+] always stick if thrown .
- [+] bug on load - no gods.
- [+] need to repopulate godlf[] on load.
- [+] monsters getting stuck. changed so that turntoface isn't called
if you just turned.
- [+] sanctuary potion should knock other lfs away
- [+] backstabbing shoudl please felix
- [+] genericize determining casttype
- [+] remove nutrition penalty for uncooked food - the threat of
disease should be enough.
- [+] 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)
- [+] gather flame - l1: nearby fire boosts next spell's power.
casttimme 2
- [+] boil blood - l2: when monster dies, it explodes (like a
fireball?)
- [+] maybe: create player lf BEFORE creating maps
- [+] then move player to start pos and add pets etc
- [+] then kill mons in los
- [+] this will let us correctly adjust hostility even on dlev 1
- [+] goat (yellow 'q', 1hd)
- [+] charge
- [+] horn attack
- [+] eats anything!
- [+] f_caneatmaterial
- [+] calculate nutrition based on weight...
- [+] chimera(9hd, 9tr, mutant) - purple 'm' - goat/lion/wyrm, 3 headed.
- [+] LARGE
- [+] Morale 13-14
- [+] EVIL
- [+] Hostile
- [+] swoop
- [+] can breath fire - use burning wave
- [+] melee attacks:
- [+] bite (lion head) (3)
- [+] bite (dragon head) (5:w)
- [+] gore (horns) (3)
- [+] 2 x claw (4)
- [+] TOTAL 18
- [+] but... do maxattacks = 4, not 5.
- [+] slash attack: chance to remove a head.
- [+] this makes it lose one bite attack and (maybe) its breath
weapon.
- [+] hydra
- [+] 5-12 heads
- [+] each head has bite attack
- [+] hit dice / tr based on heads
- [+] regenerate 2 heads each time one is severed
- [+] 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
- [+] when placing any vault with maintainedge, set "LOCKED" for all
cells
- [+] change all mapmaking code to honour LOCKED(not just digdungeon)
- [+] room placement code
- [+] cave
- [+] dungeon
- [+] forest
- [+] sewer
- [+] swamp
- [+] fixed. BUG: TRAVEL to the swamp, walk up stairs...
- [+] ERROR - stairs should link to existing map ('dungeon L7 (id
#3)', depth 7), but
it has no free stairs.--More--
- [+] walking _down_ is okay.
- [+] was only checking to link entryob when we were going DOWN
stairs.
- [+] place fixed vaults _BEFORE_ creating habitats ???
- [+] this will only work after all creation routines honour
"->locked"
- [+] set locked on all fixed vault cells after making them.
- [+] better code for removal of internal doors.
- [+] bug! fleeing monsters taking no time!
- [+] brainbat
- [+] consume corpses to regain life? make this a normal death spell.
- [+] f_consumesouls
- [+] anything that dies in sight nearby heals her.
- [+] "%s consumes the soul of the dying %s ?"
- [+] give this to baba yaga
- [+] loading bug with map flags:
- [+] getting a flag with text = "flags"
- [+] am i saving something else with a space in it ???
- [+] %s in fscanf doesn't handle spaces!
- [+] in save.c, when I'm liable to get spaces in a string,
replace %s with:
- [+] sscanf("%[ a-xA-Z0-9+'*/-]")
- [+] earthwyrm
- [+] divine into two monsters if slashed
- [+] appear in ant nests
- [+] 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)
- [+] grant extra hp too (*2)
- [+] grant extra strength (+50)
- [+] sizetimer text:
- [+] orighp^origstr
- [+] polymorph while resized will just return you to your original
size.
- [+] high level: enlarge your armour/weapons with you!
- [+] need to change resizelf() too to take an extra arg
- [+] need to chance F_SIZETIMER too
- [+] diurnal/nocturnal monsters get a penalty to listen checks during night/day
- [+] spriggan - green 'n'. ugly. can change size.
- [+] weed sprite - evil fairy, wild magic - orange 'n'
- [+] bog wraith - destroy food on touch. wants food. blight.
* [+] can use "blight" spell
- [+] Unicorn
- [+] white 'u'
- [+] good
- [+] teleport
- [+] nocharm
- [+] good spell resistanve (high wis)
- [+] drop a horn on death, which grants poison resistant when held
- [+] 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.
- [+] 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.
- [+] average charisma + speech ?
- [+] lose all/most of the warrior abilities
- [+] can only voluntarily wear known blessed items (add this to the
description)
- [+] (glorana must give holy water when you pray)
- [+] move most post-damage stuff into losehpeffects()
- [+] pass "int doextraeffects" to losehp_real().
- [+] during melee attack, delay this.
- [+] otehrwise, it happens in losehp!
- [+] add constants for real_getobname params
- [+] add constants for real_losehp params
- [+] issue - should i be able to say 'have mercy' when i'm not
adjacent?
- [+] probably not!
- [+] don't sell credit cards in shops.
- [+] make crowns, velvet robes, wizard hats more likely to have brands
- [+] don't say "your feet get wet" when walking from water to water
- [+] fix bug in real_warnabout() where multiple warning_t instances
were being made for the same text.
"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
- [+] monsters shouldn't weild lit torches
- [+] maybe reduce the damage that they do?
- [+] change allomancy to work like psionics
- [+] change colour of carpetted floor? to what though? red.
- [+] amberon should only accept sacrifice of KNOWN cursed objects!
- [+] infinite loop when going into a sewer. fix_reachability keeps
failing.
- [+] in linkexit()
- [+] startdir getitng set to DC_E! should be orthog only!
- [+] because forcedir is DC_E!
- [+] Mummy? made of paper (ie flammable). rotting touch. curse.
corpsetype = sand or ash, and blank paper.
* [+] inflicts rotting disease "mummy's curse"
- [+] can cast cause fear (but not very often, 50 turns or so)
- [+] vuln to fire (1-8)
- [+] vuln to holy (2-8)
- [+] greater mummy
- [+] more hd
- [+] lots more damage
- [+] stronger fear spell
- [+] no vuln to anything
- [+] magic resistance
- [+] priest spells. - death disease evil revenge, guardianship.
some new ones:
- [+] rot:
- [+] instead of losing hp, lose str+fit and just no healing ?
- [+] wyvern
- [+] wyrm without breath weapon
- [+] ice demon
- [+] shardshot, power 3 (ie 3d6)
- [+] snow troll
- [+] implement
- [+] - frostbite, range 1 "exhales a freezing wind"
- [+] griddler, small demon, fire dam attack, heat metal ability,
carries a permenantly red-hot weapon
- [+] curse (curses equipped objects)
- [+] applys a curse to 1-power equipped objects.
- [+] applies a -1 penalty too, if it's a weapon/armour/can have
bonuses.
- [+] protection from good.
- [+] repel the next "power" attacks from good-aligned lfs
- [+] casttoattack xxx
- [+] this needs the player to have an alignment!!! (base it on the
job)
FROM PREVIOUS COMMITS:
- [+] if you polymorph into something with nopack, MELD your pack ?
- [+] move all from lf->pack to lf->meldpack
- [+] have to SAVE meldpack too.
- [+] monsters which attack if you get too close
- [+] eg. wolf
- [+] do they attack other monsters in range too? or just players?
- [+] poisontype_t
- [+] define them all
- [+] ie. each poison type has a fixed damage amount.
- [+] check poisonisfatal()
- [+] check F_POISONED bit in startlfturn
- [+] salmonella. like food poisoning but causes more damage.
- [+] small chance of getting sick from raw meat?
- [+] FIT check to avoid.
- [+] raw meat = gastroenteritis.
- [+] raw chicken = salmonella
- [+] rotting food = either gastro (66%) or salmonella (33%)
- [+] new monster-only jobs
- [+] guard
- [+] has lots of armour and f_noflee and f_stayinroom
- [+] set climbing difficulty based on cell type as well as material
- [+] 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
hit at point blank range.
- [+] only reduce hit% after first cell?
- [+] increase change of player ko with yumi
- [+] tranq dart and nanodart should be rodshaped.
- [+] genericise purification
- [+] F_PURIFIESTO v0 = newobject
- [+] add toadstool -> shiitake
- [+] posion potion -> water
- [+] acid potion -> water
- [+] rum -> water
- [+] DONT make the original object type known now
- [+] higher level purify food lets you select a cell!
- [+] need f_targettedspell v1 & v2 to specify power.
- [+] druid should get to pick one of 3 spells (from each available
level) upon levelup, not anything!
- [+] implement f_levspellschoolfromx
- [+] TEST!
- [+] implement secondary weapon swap with 'x'
- [+] initial press: unweild curwep. if successful, mark as
secondayr.
- [+] subsequent presses: find secondary wep (or fail). remember
cur. weild secondary. if successful, remove scondary flag and
mark old cur wep as secondary
- [+] when you move an object, it loses secondary flag.
- [+] BUG: I had TWO regions with rtype->id == RG_CAVE!!!
- [+] have added debug code
- [+] think this is fixed - need to remove created regions when i
regenerate a map.
- [+] should be able to sell gems to jewelery store
- [+] sm_sellitems
- [+] shopsell()
- [+] shop has f_cansellobclass xxx, val[0] = pct of full price you
can sell for. normally 50% but 75% for gems.
- [+] allow COUNT - modified askobjectwithflag ?
- [+] OR add an extra *sellshop option to doaskobject ??
- [+] if this is set, only allow selection of objects which
match the shop's f_shopsell flags
- [+] ie. replace wantflags[]
- [+] when passing this, don't also pass wantflag args!!!
- [+] rename shopsell flag to f_shopacceptsflag
- [+] accept F_NONE in shopacceptsflag
- [+] make shopdonate use the same code
- [+] make donating to shops lower their prices ?
- [+] for each 100 value you donate, reduce prices by 1%
- [+] ie. donate 1000 worth, reduce by 10% = 1 level of speech
skill
- [+] change shopsell to use applyshoppricemod
- [+] applyshoppricemod needs a new arg - up or down
- [+] check code in objects.c for naming too! listobs()
- [+] change god names to "god of xxx/yyy/zzz"
- [+] i'm pleasing the god of life somehow unknown. why?
- [+] from sleeping!
- [+] was checking !isasleep(god), not !isasleep(player)
- [+] ai object stealing code not working
- [+] chance to wake up when someone is stealing your objects ?
- [+] stealer makes an easy stealth check
- [+] fix crash in steal()
- [+] when fix_reachability kills a wall, add rubble as if the wall
fell down.
- [+] if you burn yourself on something, automatically drop it.
- [+] ai shouldn't try to wear dangerous objects.
- [+] f_hot objects count as dangerous
- [+] if metal takes fire damage, it gets F_HOT (unknown)
- [+] touch() will burn you, and make the flag known ("red hot")
- [+] if you are wearing F_HOT armour, take damage from it.
- [+] modify how heat metal spell works
- [+] when something catches on fire, it also gains F_HOT
- [+] test heat metal
- [+] firebug and fire sprite should have f_extracorpse "small fire"
- [+] in makedesc_skill, only show each "at xxx level" heading once
- [+] ice wraith shuld be flying. ghast shouldnt be levitating.
- [+] MENDING should fix rust.
- [+] BUG: ERROR - unlinked stairs! should have been linked during map
creation.
- [+] was on Dlev 9
- [+] stairs were going to the swamp.... and swamp had no stairs!!!
- [+] in finalisemap: swamp was misisng stairtypes!
- [+] 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
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
weapon!
- [+] new option when chatting:
- [+] "care to trade knowledge?"
- [+] works if:
- [+] you have a skill which they don't know (or a spell
which they don't know)
- [+] otherwise "there is nothing you can teach me."
- [+] AND ONE OF
- [+] works if they know a spell which you don't know (but
are able to learn)
- [+] works if they have the same skills as you, but better,
- [+] works if they have the a skill which you don't, AND
they are >= adept
- [+] otherwise "i fear there is nothing useful i can
teach you"
- [+] TEST
- [+] can only do this once per person ("i have nothign more i
can teach you")
- [+] if high speech, you can pick what to learn. otherwise
it's random.
- [+] bug: human rogue asking to learn 'summon weapon' but not
skilled in summoning!!!
- [+] TEST AGAIN!
- [+] speech skill determines what you can ask people about!
- [+] nov:any dangers?
- [+] beg:any useful items around?
- [+] ad:trade knowledge?
- [+] sk:join me?
- [+] (but make skillchecks harder otherwise by the time you get
the rigth speech skill level, you'll always pass!)
* [+] 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
- [+] make non-lethal kills (ie. knockouts) display in grey rather than
green
- [+] ability: merciful fighting? always does bashing damage, always
ko.
- [+] done
- [+] Chatting to gods shouldn't work
- [+] bug: when running with shift+dir, i'm running past corridors.
- [+] when announcing skill gains, say if they are from a level.
- [+] set lifetime to FROMJOB when giving them.
- [+] if lifetime = FROMJOB, ""you can now use the ability 'xxx'
(warrior skill)"
- [+] grenade/c4 explosions should be able to damage cells!
- [+] change grenades to have bigger radius (dtorth 1)
- [+] automatically call "fireat" for grenades
- [+] impement this
- [+] make the timer shorter!
- [+] add extra checks to stop monsters from attacking allies
- [+] replace "insane"monster behaviour with F_TERRITORIAL v0=range.
- [+] will atatck anything else visible within range xxx
- [+] grave sprite should be able to see in the dark
- [+] instead of saying "An orc [drunk]", change getlfname to return "a
drunken orc" etc
- [+] when you throw an object at someone in a wall, it should fall
onto the ground in front, NOT the wall itself!
- [+] show how MUCH high/low str/agi will affect weapon damage/accuracy
- [+] different shoddy/masterwork text based on weapon types
- [+] bug: monsters never bleed from injuries!
- [+] another bug in getavgdam - negative accuracy returns negative
damage since we modify damage by accuracy!
- [+] within this function, limit accuracy to range 0-100
- [+] bug with options - opt->id never being initialised!
- [+] don't apply "behaviours" to anythuing other than humanoids.
- [+] increase missile accuracy if you are above your target
- [+] (ie you are flying higher them them)
- [+] getflightsizemod()
- [+] 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
- [+] monster with tremorsense can 'hear'
- [+] allow attacking of wall cells with normal melee attacks
- [+] glass should shatter
- [+] option: stop running on hearing a sound
- [+] make describerace use downline().
- [+] make certain strengths and weaknesses not show up in player
selection
- [+] An uncursed manriki wraps around the hawk. The hawk falls to the
ground.
A black bear comes into view.
You critically scratch #. The black bear roars.
- [+] check construct_hit_string.
- [+] i was hitting a hawk.
- [+] still some entrances overlapping glyphs.
- [+] genericise checking code in fix_Reachabilty
- [+] Also: in fix_reachability, disallow linking to cells which:
- [+] are adjacent to a door
- [+] are part of a vault with maintain_edge, and are 't marked
as exits.
- [+] looking a bit better now...
- [+] incorrect glyph colour for animated zombies
- [+] grow/shrink potions? to change lf size to fit armour.
- [+] resizelf()
- [+] modification spell (l2)
- [+] grow
- [+] shrink
- [+] potions
- [+] cursed growth does shrink
- [+] make rare monsters / objects only sometimes be known.
- [+] 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
- [+] ....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?
(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)
some damtypes
- [+] BUT each weapon can only block certain damtypes (whereas
shields can block all melee damtypes)
- [+] add f_canblock to some weapons
- [+] add f_canblock to shields
- [+] check_for_block() should be a function
- [+] getallshields()
- [+] move othermod in SC_SHIELDBLOCK out of skillcheck().
calculate the bonus beforehand instead??
- [+] update descriptions for weapon skills
- [+] can only block if you have full attrib requirements for this
weapon
- [+] update io.c to show what weapons/shields can block. "it can
block xx, xx and xx damage"
- [+] weapons can't ever block projectiles
- [+] make pickup/drop actions heaps faster
- [+] better description of agi/str affecting weapon accuracy/dam
- [+] stinkbeetle should be hostile, and should have bite attack ,not
zapper
- [+] don't recover stamina while training
- [+] add seetext for "a blaring siren"
- [+] draw up a matrix for weapon types
- [+] draw it up for:
- [+] accuracy
- [+] damage
- [+] attack speed
- [+] crit chance
- [+] then adjust weapon stats
- [+] in shops, "?" now lets you examine an object
- [+] add canwill option for abilities: "stamcost:" (to override
stamina cost)
- [+] add it.
- [+] bug: pickaxe not working
- [+] "you start digging". but nothign more.
- [+] salt kills:
- [+] frog
- [+] impaler frog
- [+] canwill jump
- [+] ranged tongue attack
- [+] killed by salt
- [+] BUG; getting manuals with no contents
- [+] odd-sized armour should cost more.
- [+] need to set statdirty when we change armour.
- [+] when we say "you see x and y here", don't include obs we can't see
light level changes
- [+] try implementing "haslosdark"
- [+] TEST TEST TEST - at the moment this is causing massive
amounts of redraws!!!
- don't announce sounds when we can see the source (but monsters still hear them)
- [+] 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