- [+] 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.
- [+] create 1 vault
- [+] must have:
- [+] ot_playerstart
- [+] ot_stomachexit
- [+] swallow ability moves to there
- [+] when the lf dies, destroy the map
- [+] TEST
- [+] mover object
- [+] moves you if you didn't move
- [+] f_pushdir, v0 = dir
- [+] invisible obejct
- [+] may flip them horizontally
- [+] chance to dodge the swallow
- [+] rename green ooze to "sizzling slime"
- [+] don't put traps on top of stairs!!
- [+] remove unneeded extra redraw when changing levels.
- [+] make ']' show object AR bonusss
- [+] don't even call precalclos during endgame.
- [+] don't say "you see footprints and footprints here"
- [+] break grabs when you fall unconscious
- [+] bug - ring of wounding not working.
- [+] crash in free(npcnames) !!!!! pointer being freed was not
allcoated
- [+] grave sprite
- [+] glutworm
- [+] swallows you
- [+] eats all objects
- [+] canines/felines should die from chocolate
- [+] weapons with multiple damtypes
- [+] at adept skilllevel, you can change type (but only with
weapons you're pr_skilled or higher in)
- [+] f_altdamtype xx. must have altdam for normal dam too.
- [+] fire primality
Hecta effect: - [+] necrotic beam
- [+] symptoms
- [+] often happens right after creating a new map (ie. trigger
it through a gate spell)
- [+] bug in createriver(). fixed.
- [+] somehow casting GATE is causing object flagpiles on
the PLAYER's map to become corrupted.
- [+] "the young hawk wakes up" CRASH, flagpile corrupt on
stone.
- [+] object itself seems okay.
- [+] o->flags is becoming corrupt!!!
- [+] so all its flags are becoming corrupt (id = massive
number, next = fffff)
- [+] traceback:
- [+] #0 0x0000000100081188 in killflag (f=0x103321090) at
flag.c:815
#1 0x0000000100081b3a in timeeffectsflag
(f=0x103321090, howlong=1) at flag.c:1075
#2 0x00000001000825f8 in timeeffectsflags
(fp=0x1038e0600) at flag.c:1302
#3 0x0000000100129b01 in timeeffectsob
(o=0x1036e2460) at objects.c:11877
#4 0x0000000100005114 in timeeffectsworld
(map=0x102aa1a00, updategametime=-1) at nexus.c:1685
#5 0x0000000100003a28 in donextturn
(map=0x102aa1a00) at nexus.c:952
#6 0x00000001000029b1 in main (argc=1,
argv=0x7fff5fbff848) at nexus.c:525
- [+] try this: in timeeffectsflags on objects, check PREVIOUS
object's flagpile.
- [+] try this: add checkflagS() after updatefpindex
- [+] NOT happening during timeeffectsob().
- [+] compile with optimisation.................
- [+] hapepning in createmap. but objects on the PLAYER's map
are being corrupted, not the new one.
- [+] happening in addrandomthing()
- [+] happening in addmonster().
- [+] lf = addmonster(c, R_RANDOM, NULL,
B_TRUE, 1, B_TRUE, nadded);
- [+] (glowbug was created)
- [+] happening in addlf()
- [+] glowbug again!! to do with light recalc ??
- [+] happening in setrace()
- [+] happening while inheriting F_AWARENESS. have double
checked to confirm this!
- [+] in HASLOS????!!
- [+] addflag->flagcausesloscalc, so haslos for all on the map.
problem happens when we call haslos() for the lf getting
F_AWARENESS added.
- [+] is the problem that doing a los recalc breaks when we are
still missing half our racial flags ?
- [+] QUICK FIX:
- [+] dont recalc los for any lf where born = 0. just set
nlos to 0
- [+] and manually recalc los just before returning from
addlf
- [+] put sawgrsaas back to being common, not frequent
- [+] is this finally fixed now? i think so!!
- [+] if so, remove calls to "checkallflags" and most calls to
checkflags()
- [+] remove agility bonuses for weapon acc. now comes just from
skill and from agi scaling on weapons.
- [+] maybe difference in hit dice is a bad way to determine
shieldblock difficulty.
- [+] ...because the player rapidly gets higher than all other
monsters on their dungeonlev.
- [+] maybe just use monster's hitdice, ignore players.
- [+] bug: abilities costing no stamina?
- [+] in addmap, i am not initialising enough nextmap[]s
- [+] flag.c bug: don't need to set player->losdirty when recalcing
light on a different map
- [+] lfs with F_DOESNTMOVE weren't attacking
- [+] manuals are starting off known. why??
- [+] they don't appear in knowledge, so don't appear to have a
hiddenname at all.
- [+] make magical barriers block view.
- [+] when describing armour / shield penalty, say
- [+] "will lower your accuracy by 1"
- [+] instead of
- [+] "will lower your accuracy by 5%"
- [+] make firstaid skill incrase your hp per level
- [+] high agility seems to be giving a MASSIVE accuracy increase when
higher than weapon's stat.
- [+] maybe remove or reduce AGI acc bonuses.
- [+] sack started off containing a FOOD VENDOR!@#
- [+] size check obviously isn't working.
- [+] need "obfits" in givestartobs!!
- [+] hitting ESC when firing with F doesn't cancel.f
- [+] hunter should start with fur cloak
- [+] spellbooks are too cheap ($12)
- [+] remove'p' for lockpick- just operate the lockpickobject.
- [+] removed,
- [+] ...but now tha tI've removed 'p' for picklocks, can i still
use 'o' on a dagger or similar?
- [+] NO
- [+] maybe turn "pick lock" into a still
- [+] how do you gain this? level 1 lockpicking
- [+] then make lockpicks etc non-operable
- [+] fix crash when drunk lfs take damage
- [+] sleeping powder costs nothing
- [+] memleaks??? 700mb usage!!
- [+] valgrind
- [+] found a memleak problem: definitely lost: 10,719,039
bytes in 11,420 blocks
- [+] not killing flags when we kill an object!!!!! fixed now.
- [+] memory usage is now ticking up heaps more slowly.
- [+] investigate further with valgrind again.....
- [+] when summoning, prefer cells for which the player has los.
- [+] make jammed doors harder to open.
- [+] no forcing a door open on your first go. should be:
- [+] the door is jammed!
- [+] you force it open.
- [+] used f_jammed v1 = known
- [+] bazaar
- [+] money vault hsould be vrare
- [+] so should traproom
- [+] rename giant rat to "dire rat"
- [+] don't show anything other than object description and throwing
for unknown tech
- [+] shouldn't be able to rest in a tent if it's not known!
- [+] eyebat corpse increase maxmp?
- [+] blessed missiles should nearly always hit undead
* [+] too easy to dodge thrown missiles?
- [+] spell and wand of culinary abundance
- [+] if a carnivorous animal kills you: "Eaten by a xxx"
* [+] bug: stairsperlev is only ever used in making DUNGEONS.
generecise this ??
- [+] safetorest - should ignore monsters feigning death
- [+] broken nose should reduce smell range
- [+] fresh and stale bread should be interchangable in cooking
- [+] make scroll of permenance act on you, not your objects
- [+] tweak object rarity yet agian...
- [+] bug: hole in roof above player start pos is immediately destroyed.
- [+] change pickaxe to be like resting
- [+] wait first, then if not interrupted, do the dig.
- [+] add cell->hp, celltype->hp. around 100.
- [+] f_digging, x, y, digperturn
- [+] interrupt() will stop this.
- [+] each turn, lower hp of cell by 1.
- [+] make wlaking bakwards take less time based on athletics skill!!!
- [+] at adept, takes no extra time?
- [+] better racial display
- [+] ? for extra info.
- [+] hitdice
- [+] general attribs (str etc)
- [+] don't show description until you press '?'
- [+] addbonustext(flagpile, f_BONDESC, "asdffas") - to avoid
index issues
- [+] remove VULNS from "effects" unless temporary
- [+] isresistantto() etc need to have "int onlytemp"
- [+] remove VULNS from manual BONTEXT flags
- [+] CRASH IN DTVULN CODE!!
- [+] limit '?r' display ??
- [+] what to show
- [+] show races you have encountered
- [+] show races you know about through Lore (adept level)
- [+] show playable races?????
- [+] structs
- [+] race->encountered
- [+] need to save this.
- [+] make EFFECTS only show TEMPORARY effects or ones which don't come
from race?
- [+] automate bondesc/pendesc based on flags!
- [+] vulnarabilities / resist / immun
- [+] vision range!! (visrangemod)
- [+] size? restricted armour.
- [+] stayinroom
- [+] f_humanoid (can use weapons)
- [+] tamable
- [+] seeindark
- [+] caneatraw
- [+] enhancesmell
- [+] caneatraw
- [+] vegeatrian
- [+] cernivore
- [+] fastmetab
- [+] startskill
- [+] tremorsense
- [+] silentmove
- [+] deaf
- [+] flying / levitating
- [+] awareness
- [+] nocturnal / diurnal
- [+] heavyblow
- [+] packattack
- [+] dodges
- [+] autocreateob
- [+] MPMOD
- [+] HPMOD
- [+] MEDITATES
- [+] PHOOTMEM
- [+] canwill "Spells: xx, x, x, x"
- [+] spells:
- [+] animate stone - "power" walls turn into stone golems
- [+] implement spell
- [+] golem
- [+] r_golemstone
- [+] knockback attack
- [+] high str
- [+] fists
- [+] corpsetype and iunsummonob = boulder
- [+] spell power modification - subtract spell level.
- [+] when i go down a drain, make sure the new map links to THE DRAIN
I WENT DOWN. not some otehr one.
- [+] some monsters shouldn't sleep! add new flag: f_nosleep
- [+] make spanner help disarm traps!
of listen check easier.
- [+] they tend to only wake when i'm 1 sq away
- [+] get rid of sprintf
- [+] replace all with snprintf via macro
- [+] then search for HUGEBUFLEN etc and fix up
- [+] compile with -O2, fix up warnings.
- [+] gaze attacks (ie eyebat, beholder) now need 2way los, and glasses
will protect you
- [+] use "wrapprint" to show physical props in @@
- [+] glowbugs should flash upon death
- [+] should stop gaze attacks (like eyebat)
- [+] golden cobra - acidspit at eyes
- [+] bright flash (glowbug, and make some of them hostile)
- [+] flashbangs (make them more common)
- [+] combine tracking with searching and call it "Perception"
- [+] replace all occurences of SK_xxx
- [+] replace skillcheck (or make it use different skill)
- [+] fix bug with redrawing when you open a door.
- [+] fix bug where pleasing gods during killflag() causes crash.
- [+] creatures >= 2 sizes bigger than you should block los
- [+] explosion trap should kill doors
- [+] redo getflags to take more args
- [+] genericise isprisoner code
* [+] jimbo's lair needs a portal back to dlev1
* [+] linkexits still not working properly. fixed i think!
- [+] rename some spells
- [+] make max spell level be 6 (to match up with pr_master)
- [+] modify mp per level by sk_sorcery/2
- [+] bug: reading a blessed scroll of manding does nothing!
- [+] improved crit effects
- [+] bash
- [+] slash
- [+] fire dam cauterises slash wounds
- [+] cold dam fixes brusing
- [+] add crit chance to weapons. (default of xxx)
- [+] stirges shouldn't be able to latch on if you have no exposed body
parts
- [+] monsters should only weild weapons if they are better than their
inbuilt attcaks!
- [+] show dtected obkects in bold green
- [+] bug: can blink into impassable objects
- [+] infinite loop in ai turn for porcupine.
- [+] movetowards()
* [+] vampires
- [+] vampire changes back to its original form. CRASH.
producing!
* [+] bug - water appearing in walls.
- [+] make armour less common in forests
- [+] too many --more--s when enhancing stats. use drawmsg() rather
than more().
- [+] when i go up/down stairs, i keep ending up BESIDE them??
* [+] "you hear footstepszzzzzzzzzzzzzzzzzzzzzzz" (random junk)
- [+] when i start training with a spell active, it gets interrupted.
try again, interrupted again! works 3rd time.
- [+] replace lockpicking with "locksmithing"
- [+] replace 'body control' with 'slow metabolism'
- [+] pit traps broken - fixed now.
- [+] doheading issue in @M still.
* [+] how did zombie get 28 hp? bug in rollhitdice.
- [+] blind a skeleton with light. it gets blind, starts fleeing. but
because it can't SEE you, it stops fleeing instantly!
* [+] getflags(flagpile_t *fp, ... )
- [+] stun spell
- [+] only say "x2" etc if msgbuf we are going to draw still contains
the original text.
- [+] when you level up, your psionic skill determines your chance of
learning a new psionic spell?
- [+] when you teleport/use stairs, get all allies in SIGHT, not
adjacent.
* [+] more traps!
* [+] prisoners in cells
- [+] recruitment: instead of outright refusing to join, just up the
price.
* [+] make spellbook contents depend on map difficulty
- [+] cloak of shadows - give invisibility when in darkness
* [+] limited wish:
- [+] casting WISH reduces max hp by 50%!
- [+] monster ai code: if inventory full (or close), put non-eqiupped
stuff into containers
* [+] infinite loop in firedam to lf
- [+] pot of xp isn't working for monsters. they get no more hp!!
- [+] summonmosnter should jsut relocate existing uniques
- [+] 'planeshift' spell for gods - "unsummon"s them.
* [+] diety - greedgod
* [+] more village contents
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
getspellschoolknown() should return the HIGHEST known skill, not
the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
through right away
* [+] all towns should have:
- [+] give monks more psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance.
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
* [+] DIETY is slow.
- [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0
again!!!
* [+] ALLOW ROTATING OF VAULTS
- [+] BUG: dig X only goes 1 cell.
- [+] add a U shaped turn vault.
- [+] change wehre i apply HADRNESS for lfs! - don't use
adjustdammaterial cause we inherit there
- [+] make obchance/thingchance part of habitat_t
- [+] make sense surroundings take cartography skill into account
* [+] BUG: rotated at() etc not working.
- [+] if you fail stealing, the target should get angry!!!
- [+] make sure to redraw stat bar when mind scan finishes.
- [+] villages
- [+] initial code
* [+] town gaurds. stand next to the gate
- [+] potion shop vault
- [+] implement
- [+] potion shop isn't getting potions!!
- [+] and getting wrong floor type.
* [+] stop shop from always being at the top left.
- [+] make sure its x/y arent too close to edge of map (at
least 5 away)
- [+] vault param. f_mapmargin, 5
- [+] make calcroompos take x/y margin
- [+] don't put auto obs inside vaults
- [+] town walls
- [+] more kinds of shops
* [+] signs outside shops
- [+] bug with ai swapping between firearms and twohanded weapons.
fixed.
* [+] make _CELLS_ have habitats!
- [+] move vaultchance to a habitat param instead of
getvaultchance()
* [+] shopkeepers (special race)
village things:
- [+] barrels,
- [+] guards,
- [+] statue
- [+] thrown objects should still take damage if blocked via a shield
* [+] hardness (must do dam >= xx to hurt)
* [+] WATER spread mods
* [+] very powerful spells have casttime
- [+] allow linkstairs() to take a parameter rather than always jsut
searching for the other end
- [+] when digging holes, only use getrandomadjcell if there is an lf
in the way. and then use WE_NOLF. clear out solid cells
- [+] show armour EVASION penalty in describeob
- [+] teleportation trap. You reintegrate inside a solid object! You
die.--More--.
- [+] riverroom vault
* [+] water: swap { and ~ again??
- [+] make "large puddle of water" evaporate more quickly
* [+] special glyph case: for deep water
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
- [+] make sheilds very good against projectiles
- [+] make smoke just REDUCE vision, not block it.
- [+] noncorporeal should stop grabs!
* [+] don't say 'a javelin is damaged' when you throw it, just apply
the damge
- [+] increase damage bonus with every lore level. +10% each time
(ie. up to 50% at top)
* [+] give accuracy + critical bonus for lore levles too
- [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle]
- [+] Show Pain on botl.
* [+] more staves
- [+] low hitpoint warning for pets (or make them shriek, whine, etc)
- [+] CRITKNOCKDOWN
* [+] FINISH GRIZZLY
- [+] undead should be immune to poison!!
- [+] make code to auto add flags to undead.
- [+] if you ever move a door (ie. airblast), automatically open it.
- [+] young wolf shouldn't be able to open a door!
* [+] You throw a dart at the carpet snake. Your dart misses
you.--More--
- [+] no sprinting while burdneed
- [+] blood should be drawn BELOW stairs
- [+] weilded torch should do 1d4 fire damage (counts as a club)
* [+] The skeleton touches a leather belt then recoils in pain!The
skeleton drops a blessed leather belt.The skeleton puts on a
leather belt.
- [+] don't show "you can cast it at power level xxx" for abilities
* [+] more item randomising
- [+] make grey ooze splatter into acid
- [+] "the vine grabs you" if you walk onto an entangling vine.
- [+] don't start monsters within player's los
- [+] properly randomise sticks to snakes
- [+] stirge
- [+] leech (like stirge but can charge/leap, and slightly more hp /
damage)
- [+] treesnake
- [+] constrictor
- [+] cobra
- [+] stickes to snakes - make caster's weapon revert.
- [+] A something comes into view.
- [+] is invisibility code working properly when you see someone use
the invis spell?
- [+] don't include cosmetic objects in 'you see xxx'
* [+] monsters: don't use spells if you don't have lof.
- [+] pets not following around corners if you move diagonally. fixed a
little.
- [+] summon small animals (2-3 x SZ_SMALL)
* [+] jet of water
- [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc)
- [+] lightning storm (lightbning everyone within los, and more damage)
- [+] summon large animals (SZ_LARGE, horse, bear etc)
- [+] 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
- [+] monsters start asleep and make spot checks ?
- [+] make them start asleep
- [+] then make this random
- [+] sound will wake them (ie. "makenoise")
- [+] when you move, make SC_STEALTH check. if you fail, you make
noise!
- [+] must pass LISTEN check OR have los to hear something.
- [+] "the blowfly falls asleep" "the blowfly appears" when summoned.
- [+] don't show 'falls asleep' while being created!
* [+] don't start summoned mosnters asleep!
* [+] clean up bresnham functions
- [+] hearing - instead of just using distance, use distance modiied by
# of walls!
- [+] getcelldistsound() - each wall counts as an extra cell!
- [+] add WALK/FLY noises to all monsters!
- [+] don't show 'you hear xxx' when resting.
- [+] extra damage for weapon skill (up to 50% extra)
- [+] make broken glass crushable
- [+] only interrupt rest for non-peaceful, non-friendly monsters
- [+] save to fight off poison
* [+] beholder is never using its BITE attack
* [+] need a price for manuals!!
* [+] change"dobresnham" to populate an array of cells
- [+] make ai cast animate metal (if they ahve a second weapon)
- [+] implement getallegiance() to clean up isfriendly / ispeaceful etc
- [+] bug - f_else f_ifpct etc not working in startobs
* [+] OT_S_CHARM
- [+] update askcoords to show "weilding x AND Y"
- [+] stop enemies from throwing firearm ammo somehow
* [+] implement
- [+] pacify spell
- [+] make spellbooks less common
- [+] detectmetal not wokring. fixed.
- [+] detectobjects spell
- [+] cleanup using flagcausesredraw()
- [+] increase odds of weapons in rooms, and max ob count in rooms
* [+] "you arrive at level 2" "it is pitch black" - but it isn't
- [+] make detect magic find more things
* [+] make some objects harder to identify? from easy->hard
* [+] magic item usage skill
- [+] with 'R', ask "heal mp, hp or both?"
- [+] make dt_fire damage evaporate water.
- [+] make ring of sight increase nightvis and nomal visrange slightly
too
- [+] FIX seeindark to give RANGE.
* [+] BUG: monster moved on top of me!
* [+] boost spells
* [+] more boost spells
- [+] modify accuracy based on size difference.
* [+] ooze should hurt objects it steps on
* [+] resist magic save
- [+] potion of blood
- [+] ability to fill a potion with blood / water
- [+] better potion -> splash code.
- [+] stop stoning when you polymorph
- [+] can't stone incorporeal or gaseos things
- [+] cockatrice blood
- [+] cockatrice
- [+] when being stoned, give 1 turn's grace
- [+] gain/lose text for "CANWILL"
- [+] things killed by poison gas should have tainted corpses
- [+] make troglodyte corpses poisonous
* [+] smallteeth vs teeth
- [+] fix hitconfer code
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... ?