- [+] add nonausea rather than nosmell sometimes.
- [+] rats should eb able to smell, but not get nauseated.
- [+] fix triumph pleasure for bjorn. must be no monsters within
LOF... or within radius ?
- [+] and make it very low piety gain.
- [+] remember which level we got flags form
- [+] flag_t -> fromlev
- [+] announce this in getflagcourse
- [+] undead qualities
- [+] no criticals
- [+] don't naturally heal
- [+] don't breath
- [+] drainlevel(fromlf)
- [+] check for dtresist necrotic
- [+] fitness saving throw (difficulty is 100 + fromlf's level*6)
- [+] call loselevel()
- [+] loselevel()
- [+] announce.
- [+] drop maxhp.
- [+] adjust hp appropriately
- [+] lose any flags where >fromlev is too high.
- [+] handle monk f_hasattack specially.
- [+] getmonkdr(level)
- [+] getmonkattacks(level)
- [+] keep track of what stats we gained and lose them again.
- [+] TEST level drain with cursed xp pot
- [+] TEST level drain with stats...
- [+] prevent drinking when wearing full-face masks like gas
mask/football helmet
- [+] implement f_COVERSFACE.
- [+] add it to objects.
- [+] check it when doing caneat() candrink()
- [+] up their AC bonus too
- [+] large scorpion
- [+] hellhound
- [+] large primalities
- [+] new vault flag: usehabitat:xxx
- [+] means "set the habitat of all vault cells to xxx"
- [+] real_getrandomob() should be given a CELL, not MAP.
- [+] getrandomobofclass() should be given a CELL, not MAP.
- [+] use CELL habitat to determine random obs
- [+] apply to caves
- [+] vault scatter: ignore locked cells (ie. reusable ones)
new vaults
- [+] dualroom
- [+] sauna - vhot!
- [+] pentagram and demons
new pionic spells
- [+] chi bolt - low dam ranged attack 1d4
- [+] chi strike (l4) - add 1d4 explosive damage to melee hits
- [+] bogle: barkskin.
- [+] hamstring shouldn't make you fall if you're flying
- [+] flying creatures shouldn't be harmed by F_SHARP
- [+] even when blind, you should be able to "see" lfs you can smell or
tremorsense.
- [+] resting while cold without blanket = not possible.
- [+] "the extreme cold prevents you from sleeping."
- [+] when hot, takes a lot longer to heal ?
- [+] "it is difficult to sleep in this heat."
- [+] require lorelev skilled to fill potions from blood.
- [+] done.
- [+] ALSO allow skileld chemistry to work for all races ?
- [+] bones vaults shouldn't have maintainedge!!
- [+] contagion zombie - anyone it bites turns into a new zombie on
death.
- [+] very raer
- [+] generic object: "generator"
- [+] specal text: generator:steam for vault defs
- [+] show flag sources in io.c
- [+] TEST
- [+] remove from MONSTER view.
- [+] paladin shoudl start with first aid skill
- [+] disrupt undead should do heaps more damage - because right now
you'd just use smite evil
- [+] increase disrupt undead from "2-6" to more.
- [+] reduce smite evil's maxpower
- [+] problem: blessed buckler is essentiall the same as tower shield
cause it doesnt get hurt!
- [+] make bigger shields provide more protection
- [+] change F_SEEINDARK so that v1 specifies whether a bright light
blinds you
- [+] getting WAY too many piles of ash from burnign corpses
- [+] combine into "huge pile of ash"
- [+] change food decay
- [+] instead of food losing hp, increase its F_DECAY level
- [+] if F_DECAY too high, it's tainted. >= 50
- [+] ie. update isrotting()
- [+] dramatically lower food hp.
- [+] where does corpse F_OBHP get added? from obclass.
- [+] when we make a corpse override its obhp with the original
mosnter's maxhp.
- [+] when i fix unreachable areas, change all the walls/floors in one
of the unreachable areas!
- [+] ie. change every solid non-vault cell which is adjacent to an
unreachable one.
- [+] test,,,
- [+] make inspection check more difficult
- [+] ohther sound types which monstesr shouldn't turn to watch:
- [+] NC_ENVIRONMENTAL (building, stairs, etc)
- [+] create food should neve create poisonous food.
- [+] bug: giant ant zombie not attacking giant ant
- [+] change table symol to PI
- [+] replace footstool with chair
- [+] allow reusable cells in vaults
- [+] slippery floors should make pushing easier
- [+] when checking stairs i found "Pete footprints"
- [+] new monsters:
- [+] polar bear
- [+] owlbear
- [+] bug: sleeping monsters never waking up.
- [+] "random good weapon" wish broken. fixed now.
- [+] cope with med/small/large dancing weapons
- [+] generice code to check baseid instead of raceid
- [+] handle automatic generation - need to populate:
- [+] select an appropriate object (rarity freq / common,
uncommon, rare)
- [+] copy from obejct to lf:
- [+] OBHP
- [+] SIZE
- [+] OBATTACKDELAY
- [+] bug: always getting 'twisted branch' for small dancing weapon
- [+] bug: crash in attackcell. nweps = 0
- [+] replace thin walls with unicode symbols
- [+] glass
- [+] wood
- [+] metal
- [+] getcellglyph() looks at surrounding cells if required
- [+] too slow?
- [+] attacking helpless undead shouldn't count
- [+] differentiate EXTRADAM from WOUNDING.
- [+] wounding = add damage to ALL attacks
- [+] EXTRADAM = add DIFFERENT type of damage
- [+] psionics on levelup
- [+] make this a "select from iq/10", not a select from any
- [+] if poison needle trap misses, place it on the ground.
- [+] no nauseated effects while asleep.
- [+] if something runs out of view adjacent to you, say "xxx moves
behind you"
- [+] ashkari bug:
- [+] when getting enraged by the sight of something, f_rage runs
out a few turns before f_aicontrolled. should be the same!!!
- [+] enable it
- [+] adjust colour enum definitions
- [+] adjust usage of colour enums in *.c
- [+] redo celltype colours
- [+] redo all lf colours in data.c
- [+] redo all object colours in data.c
- [+] fix potioncolours etc
- [+] get background colours working again.....
- [+] You walk down the staircase... Invalid racename 'random' in
vault monsterzoo
- [+] gaining/losing god bonus - only announce first one you lose/gain!
- [+] knockout bugs:
- [+] "you knock out the pixie"... then there' s pixie corpse.
- [+] shouldn't be able to KO robots!
- [+] don't say "you kill baba yaga's hut", say "you defeat xxx"
- [+] alignment change
- [+] should become evil if you worship hecta
- [+] ...and good if you worship glorana
- [+] -15% xp forever.
- [+] shoudl become prone when hit by falling door trap.
- [+] TEMPERATURE
- [+] habitat->basetemperature
- [+] VCOLD = <=0
- [+] COLD=1-11
- [+] COOL=12-18
- [+] AVERAGE = 19-22
- [+] WARM=23-29
- [+] HOT=30-35
- [+] VHOT=36+
- [+] getcelltemperature()
- [+] start with habitat temperature
- [+] adding/removing/moving nearby fire makes cells hotter
- [+] adding/removing/moving nearby blizzards, hailstorms, ice
etc make cells cooler
- [+] getlftemp()
- [+] start with getcelltemp
- [+] adjust for warm/cold blood, resistances, etc
- [+] hot effects
- [+] stamina is used more quickly
- [+] ice melts very fast (turns to water)
- [+] food goes bad very quickly
- [+] things made of ice take damage every turn. in
startlfturn() ?
- [+] cold effects
- [+] exposed body parts give penalties to accuracy
- [+] -2 to -4 per exposed body part (ie. max -14, -21, -28)
- [+] no effect on furred things like bears. make them
cold-resistant or immune.
* [+] medium chance to shiver... chance to drop weapons
* [+] low chance to catch cold (check cold damage code)
- [+] nothing ever melts
- [+] food never goes bad
- [+] water freezes( turns to ice)
- [+] things made of fire take _extra_ damage (in attack.c)
- [+] Show YOUR temperature in @@
- [+] Show other's temp in @@ if our lore is high enough
- [+] notify when temperature changes.
- [+] just like igniting other fires, fires should deal fire damage
to surrounding cells
- [+] heat/cold should affect SURRONDING cells too.
- [+] maybe: instead of checking cell temp every time, recalc cell
temp whenever:
- [+] create cells with habitat base temperature
- [+] we add a new object
- [+] we move an object
- [+] we remove an object
- [+] SAVE cell temperature now.
- [+] show cold/hot in statusbar.
- [+] cold announcement not working.
- [+] change glaciate:
- [+] create "unnatural coldness" object
- [+] cold snap: (l2)
- [+] create "unnatural coldness" in a radius
- [+] heatwave (l2) or "oppressive heat"
- [+] create "unnatural heat" in a radius
- [+] add fur coats to creatures (ie. resistcold)
- [+] ice cave level
- [+] walls = ice.
- [+] floor = metal
- [+] creation similar to swamp:
- [+] make dungeon
- [+] change solid walls to ice
- [+] limit room size to small.
- [+] floor = snow
- [+] temperature
- [+] base temperature is cold
- [+] ice-themed monsters
- [+] ice-themed objects
- [+] mosnter facing being set to -. debug with forced break. fixed.
- [+] fix territorial monster crash.
- [+] CRASH in celldangerous when undead avoiding holy circles.
- [+] alternate text for 'ineffectually'
- [+] need an announce for bjorn's ecstatic ability (ehavy blow)
- [+] whenever you gain a new godbonus, give you a grace period
- [+] change selectweapon so i can specify valid choices
- [+] have multiple F_SELECTWEAPON flags, v0 = object. (or text?)
- [+] getflags() then pick from these.
- [+] hwen gunpowder inside a barrel explodes:
- [+] say "the barrel explodes", since that's what you can see
- [+] explosion should actually work!!!
- [+] lethargy should drain lots more stamina now that exhaustion
doesn't prevent attacks
- [+] thrown knifes not doing enough damage.
- [+] fireat(): dam = throwdam(2) + speed(2)
dealing 3 damage
- [+] maybe increase throwdam to 4.
- [+] check otehr throwmissiles too
- [+] barrels sometimes have things other than food/potions
- [+] when you generate a container objects, lookup its contents
class and add F_STARTOB flags before calling givestartobs
- [+] examples:
- [+] a single dead corpse.
- [+] food & drink
- [+] lots of one particular dry things (salt, sugar)
- [+] water
- [+] gunpowder
- [+] ammo
- [+] engineering mods
- [+] adept: dismantle doors
- [+] adept: dismantle WALLS- ie. do dig without using a tool.
- [+] only some walls. ones which have been constructed.
- [+] ie. brick. wood.
- [+] NOT stone or metal.
- [+] skilled: double wall dam
New psionic spells:
- [+] precognition (l2, +5 ev)
- [+] psionic blast (stun all around)
- [+] know weakness
- [+] mental feedback (deal damage based on iq, replaces previous
'psionic blast')
- [+] mindwhip
- [+] awareness
- [+] replace mass stun with mass sleep.
- [+] statis - startlfturn stuff doesn't happen (l4)
- [+] Clank should now actually appear.
- [+] 'G' isn't remembering direction anymore
- [+] beginner athletics: give skill where misisng in a melee attack
doesn't cost stamina
- [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire.
- [+] insects shoudl ahve infinite stamina
- [+] replace DIECONVERT planks of wood type code
- [+] instead, materials have dieconvert values based on damage.
- [+] getsmallbreakob(material,damtype)
- [+] getlargebreakob(material, damtype)
- [+] when an object dies, lookup its material and obejct size
- [+] ie. large wooden objects turn into "x planks of wood"
- [+] small ones turn into "x shards of wood"
- [+] then remove TODO: code from changemat() in objects.c
- [+] allow for hardcoded getsmallbrekaob, getbigbreakob
- [+] F_BREAKOB, v0=damtype, v1=howmany, text = what
- [+] remove specific code, like fire damage = pile of ash.
ice+bash = shards, etc.
- [+] can use shards/planks of wood as (poor) weapons.
- [+] jackhammer shoudl be tech, not tool./
- [+] digging tools should make noise
- [+] remove freezing touch spell/scroll
- [+] better listen check when asleep - slithering should very rarely
wake you up
- [+] use adjusted volume value based on sleeping etc.
- [+] breaking locks by bashing should now work.
- [+] I'm often getting "The hollow tree seems to be blocked." when
going to the sylvan woods.
- [+] there is a tree in the way!
- [+] fixed.
- [+] bug: evil players not getting xp for killing helpless. fixed.
- [+] bug: pullobto() not doing correct impassable check.
- [+] another bug: insylvan woods, stairs were on top of water!!!
- [+] ERROR - couldnt find pos for down stairs while making habitat
forest.--More--
- [+] repairing should make noise too
- [+] new flag - USENOISE
- [+] EATCONFER on clove of garlic isn't working
- [+] it's because i'm only checking this if we have MUTABLE.
- [+] use EATMUTATE instead for mutations. then eatconfer works
with everything.
- [+] more crush bugs
- [+] You crush some pieces of broken glass underfoot.
You see 28 pieces of broken glass here.
- [+] You crush some pieces of broken glass underfoot.
You see 28 pieces of broken glass here.
- [+] anything with natural flight sohuld still make noise when flying.
otherwise it's too powerful.
- [+] "wing flapping" . NV FLY
- [+] NOISETEXT NV_FLY
- [+] magical flight can still be silent.
- [+] make how high you can fly depend on the "Flight" or "Natural
Flight" skill.
- [+] F_FLYING v0 = height.
- [+] without this skill, flight is dependant on spell power.
- [+] assign sk_flying to races.
- [+] remove F_FLIGHTEVASION from races. skill now does this
instead.
- [+] validaterace:
- [+] canwill ot_a_flight = need flight skill
- [+] each rank = +1 size level of height.
- [+] if you get the skill while already flying, adjust the flag
- [+] fall from flying if burduned.
- [+] skill also affacts how much your evasion while flying is
boosted.
- [+] this extra EV bonus from flight sohuld only work against
NON flying creatures!
- [+] 5 EV per rank
- [+] have a differnet fly ability
- [+] ability = flight or fly (use flying skill for height)
- [+] implement
- [+] replace monster flight with ability.
- [+] spell = enchanted flight (use spell power for ehgiht)
- [+] check all occurences of FROMSPELL, cope with FROMABIL too.
- [+] don't regenerate stamina when doing natural flight.
- [+] ai: if flying and no stamina left, stop flying.
- [+] ai: only start flying if we have >= 80% stamina.
- [+] how did a nutter miss a mammoan from point blank range?
- [+] the nutter is throwing a peanut - acc = 64, speed = 2
- [+] maybe fixed now.
- [+] felix should like using poison.
- [+] when asking whether you accept a god's offer, give a '?' option,
to give help on that god.
- [+] also have F_GODDECLINE text.
- [+] pipes of peace - calms everyone around you. charges.
damreduced.
- [+] reduce sliperriness of blood now that we get lots more.
- [+] restrict hiscores to scores of >= 1.
- [+] (and remove all current entries with score of 0)
- [+] modifications:
- [+] make levels more sparse
- [+] make "things"more common
- [+] make objects more common (as opposed to lfs)
- [+] monsters with territorial CAN approach if you're sleeping/ko
- [+] monsters with territorial don't get angry if you're sleeping/ko
- [+] CRASH when i tried to dismantle something.
- [+] speed up map generation.
- [+] most time is in createhabitat.
- [+] calcposandmakeroom(). speed this up.
- [+] linkexit()
- [+] FIX reachability algorithm
- [+] unless we can make a dircet path, REMOVE all other code.
- [+] instead, use modified a*
- [+] distance to dest roomm, not dest cell
- [+] = distance to centre of dest room
- [+] cell is okay for pathfinding
- [+] adjcellokforreachability(cell) = true
- [+] cell is the finish spot if:
- [+] it is in a different room and
adjcellokforreachability(cell) = true
- [+] i THINK this is working now.
- [+] f_startobwepsk ... text = "common" not working. fixed.
- [+] need a potion and venom sac
- [+] make more things drop venom sacs - snakes etc
- [+] F_EXTRACORPSE
- [+] operate the venom sac ?
- [+] can do this with first levle chemistry
- [+] different kind of venom - blindness
- [+] "blue venom sac" vs "purple venom sac"
- [+] combiesn to potion of blindness
- [+] more amulets
- [+] common
- [+] of bravery
- [+] of light (common)
- [+] of minor protection (common) (=5 AR
- [+] energy absorbtion (absorb explosions, then pump them out)
- [+] uncommon
- [+] injury prvention (instead of ring)
- [+] rare
- [+] or major protection (not common) +10 AR
- [+] had a missing eye. drunk a healing potino.
- [+] Your head grows back! Your injured head has healed.
- [+] objects with positive F_BONUS should never start cursed
- [+] (in addobject)
- [+] territorial monsters talk when you are approaching their
threshold (but not within it)
- [+] put this in ai_talk()
- [+] if someone almost at territorial range:
- [+] make f_noisetext v2 be SP_xxx. if it's set, just say
this instead.
- [+] it not, N_TERRITORY_APPROACH
- [+] if we can talk, SP_TERRITORY_APPROACH
- [+] possibilities:
- [+] stay away!
- [+] keep back!
- [+] get away froma me!
- [+] don't come any closer!
- [+] that's close enough.
- [+] keep your distance, stranger!
- [+] out of my way!
- [+] test with giant and
- [+] test with insane humanoid
- [+] make territorial creatures not walk too close to things,
unless they are attacking or fleeing
- [+] in willmove(), fail if it is too close to something
- [+] ...unless we have a target lf
- [+] ...or we are fleeing
- [+] jumping when woozy will go to a random cell
- [+] fix autoshortcuts to include starting spells
- [+] still bugs with canreachbp - "The giant rat critically scratches
your wizard hat."
- [+] zombies shoudln't be able to talk.
- [+] allow pets to "cheat" to find player's lcoation.
- [+] need some kind of limit on zombie army creation
- [+] no stairs
- [+] areallies() on two pets returning false
- [+] psychic shove
- [+] push off something, or push them away
- [+] l2 mental
- [+] pushback power+1 cells (max power 3)
- [+] different god message for first prayer.
- [+] fix crash during swapplaces()
- [+] sacrifice of masterwork weapons should work better. shoddy
should be worse.
- [+] bug: shops don't work anymore
- [+] change lessen poison - power always goes to 1
- [+] replace description "spell's power is boosted when cast outside"
with "boosted when cast in a forested area"
- [+] minor healing problem. "at lest 2hp per power" but mxpower 10.
should be maxpwer 5
- [+] wish for 'protection' should give something you can wear without
penalties.
- [+] locate object should give a message when none are found.
- [+] find any four corridors in a square
- [+] where one of them has 4 exits, and the rest have 3
- [+] fill in the ones with 3
- [+] VALGRIND.
- [+] reduce ID costs at shops
- [+] necromancer mods
- [+] start with a dagger, since you don't get early attack spells
- [+] start with limited short blades skill
- [+] start with animate dead (now a level 1 spell)
- [+] increase TR of ice wraith.
- [+] replace strrep function:
- [+] strrep(&mystring, find,replacewith)
- [+] code:
- [+] char *strrep(char **mystring, char *x, char *y)
- [+] char *temp
- [+] temp = dostrrep(x,x,x)
- [+] free(*mystring)
- [+] *mystring = temp
- [+] flag loop in F_IGNORECELL!
- [+] problem: i'm getting f->next == f
- [+] added a new assertino in addflag()
- [+] change how killflagsofid() works, maybe this is the problem.
- [+] i think my "insertbefore" is being freed somehow...v
- [+] fixed with valgrind?
- [+] try harder to link using tunnels rather than portals
- [+] has lots of recruitable people
- [+] plants, magic creatures, etc shoudl have infinite staina
- [+] severed fingers/heads are no longer considered "corpses".
- [+] new kind of bed: pile of straw
- [+] closed shops now work properly.
- [+] stench skillcheck (in makenauseated) - announce this differenlty
to 'nothing happen's
- [+] monsters won't turn to face sounds when fleeing.
- [+] increase accuracy for spear, but reduce accuracy when adjacent
- [+] why didn't cyborg warrior start with bullwhip equiped??
- [+] isbetterwepthan() should take EXTRADAM flag into account
- [+] monster starting skill levels should depend on iq
- [+] no sprinting with injured legs
- [+] more restructions when stunned:
- [+] no throwing
- [+] no operating
- [+] no firearms
- [+] tombstone text: Eaten by a snow troll's halberd
- [+] bug: ekrub gained MASSIVE piety when i sacrificed a soldier ant
corpse! reduced.
- [+] learning certain lore skills should please gods
- [+] repairing should take a lot longer. ie. shoudlbn't be able to do
it during a fight.
- [+] workhelpobs (spanner/needle) should have F_HELPSREPAIR,
v0=material, v1=howmuch
- [+] continuerepairing() should only fix <skill + helpsrepair> hp
per turn.
- [+] announce helpsrepair in obdesc
- [+] coldroom vault:
- [+] ice floor
- [+] ice walls
- [+] ice pillar
- [+] frozen corpses
- [+] new job: gladiator
- [+] sword
- [+] shield
- [+] high shield skill
- [+] high evasion skill
- [+] limited armour skill
- [+] net
- [+] war cry fairly early on
- [+] gust of wind and airblast should drop flying creatures
- [+] fall_from_air().
- [+] trigger then when wind-based effects hit.
- [+] chance of falling depends on size.
- [+] if you polymorph a monster, it should NOT turn back to its
original form!
- [+] criticals dont seem to be happening any more... fixed
- [+] when picking first askcoords target lf, pick the closest
- [+] sakcs etc should contain rarer objects.
- [+] intelligent ai: if exhausted and in battle, and faster than
opponent, flee.???
- [+] easy way to fix reachability:
- [+] is there a solid cell which is:
- [+] adjacent to both a filled and an unfilled area?
- [+] not a fixed vault wall?
- [+] if so, just clear it.
- [+] genericise getrandomrace flags
- [+] some containers should have mini/tiny monsters inside!
- [+] f_hashidinglf, v0=rid
- [+] if you loot it, monster jumps out
- [+] ...and gets a free hit!
- [+] perception lets you see the container moving (only if it
weighs less than what is inside it)
- [+] genericise getrandomcell() with conditionsets.
* [+] condset_t
- [+] then replace all getrandomadjcell() calls...
- [+] remove getrandomroomcells
- [+] then remove WE_xxx
- [+] gain it at beginner level shields
- [+] make ai use it
- [+] if i've been hit by a ranged attack.
- [+] if intelligent: if my target has a ranged weapon AND i'm
not adjacent AND i'm in range.
- [+] make ai stop using it
- [+] if i'm adjacent to my target
- [+] OR
- [+] if i have no target
- [+] OR
- [+] if i'm not in battle
- [+] don't show 'bloodstained' if blind
- [+] dusur digs hole in floor
- [+] CRASH. who->timespent == 0
- [+] when portalling to same levle, don't say 'you arrive back at levl
xx'
- [+] instead: 'you arrive elsewhere in level xx'
- [+] maybe: when exhausted:
- [+] you can still attack, but...
- [+] attacks deal 0.75% damage
- [+] attack speed lowered.
- [+] change of fumbling your attack if you miss.
- [+] ...then monsters can have stamina again.
- [+] the %s looks exhausted.
- [+] if ai is exhausted, wait.
can just drop food for them.
- [+] when looking for remote obs, DO include adjacent cells with lfs,
if we have the snatch ability.
- [+] some long thin levels (80 x 12 ?)
- [+] fix code to remove useless doors.
- [+] 0 pairs of dirs with empty cells = change door to wall
- [+] pick an adjacent empty cell
- [+] floodfill the 8 cells around the door.
- [+] start with adj cell
- [+] can't go more than 1 cell away from door
- [+] solid cells or doors will stop movement
- [+] if no unfilled cells around the door, bad.
- [+] new way of fixing unconnected levels - portal!
- [+] pick one spot in each section then place a portal there.
- [+] dying should cure poison
- [+] tweaks to attack text
- [+] floor tile effecst
- [+] absorbancy - ie. carpet should absorb water.
- [+] converyors
- [+] only walkable sometime (crushers?)
- [+] in tombstone, show "eaten by Rattus", not "eaten by a rattus"
- [+] god of nature should like eating animals all the time, not just
when hungry (makes piety gain easier)
- [+] announce when eyes are protected from a spellcloud
- [+] klikirak should like setting off fire traps.
- [+] floodfill() should follow portals to the same level.
- [+] show >1 skillpoints in green on status bar
- [+] bug: gods are apeparing behind you.
- [+] bug in getrandomadjcell
- [+] gods' planeshift spells failing? might be fixed now. using
getrandomroomcell instead of getrandomcell.
- [+] increaes damage dealt by smite evil/good
- [+] lightning javelins shouldn't be stackable
- [+] monsters not firing ranged weapons!
- [+] they just walk back and forth
- [+] bug with how i was calling haslof() for cells other than
where the mosnter was (in getdiraway())
- [+] turn undead should only work if caster level*2 is >= monster level
fullblock basics:
- [+] penalties
- [+] lowers visrange to 1
- [+] huge attack penalties
- [+] huge evasion penalties
- [+] vhigh chance of all ranged damage going to shield instead.
- [+] buckler = 75 (small)
- [+] shield = 80
- [+] large shield = 85
- [+] tower = 90
- [+] plus shield skill*2
- [+] use check_shield_block in all spell effects
- [+] this checks whether player is shieldblocoking (or evades??)
- [+] then applies damage appropriatly.
- [+] new ability;
- [+] stopped by:
- [+] losing or unequipping the shield
- [+] being interrupted
- [+] casting a spell or using an ability
- [+] exotic weapons should cost more.
- [+] maybe prevent prayer until gods have been pleased enough ?
- [+] while you're not worshipping anyone, piety gain is x4.
- [+] once first one hits 'pleased', they will appear and offer you
a place
- [+] advantge to this is that you get a gift
- [+] picking up new gold should please felix......
- [+] you shoudl only be able to sacrifice untouched gold. this
pleases felix double as much as grabbing it.
- [+] gods sohuld appear "in a cloud of ..."
- [+] bjorn - blood
- [+] klik - fire
- [+] lumara - bright light
- [+] should get a massive accuracy boost if you are holding someone
- [+] absorb wood is too powerful, (for 0 mp you can kill someone's
weapon)
- [+] change it somehow. fixed description - doesn't affect
equipped items.
- [+] more loops in levels
- [+] training should create noise
- [+] ...and monsters sohuld go to investigate noises if not in
battle.
- [+] god gift changes...
- [+] still give gifts based on piety
- [+] BUT don't lower piety. instead start a 'gift timer'
- [+] F_GIFTTIMER. v0 = decerementing time until you can get a
gift. v1 = what v0 will be reset to (gets bigger)
- [+] revivetimer on ling parasite: A ling parasite corpse (null)!
- [+] monsters no longer inherit alignment from job.
- [+] ekrub's entangling vine vanishes straight away
- [+] fix crash when slipping on the ground.
- [+] mosnters shoudl only attack doors if pursuing a lifeform and if
the lifeform is nearby.
- [+] only award partial points for held objects unless you won the
game.
- [+] fix crash when gust of wind is cast on an empty cell
- [+] make spell power affect properl missile speed
- [+] bug: monsters getting too many f_ignorecell flags! (more than
MAXFLAGS)
- [+] poison needs to last longer.
- [+] Implement a* pathfinding for pets
- [+] done
- [+] TEST... seems okay so far.
- [+] druid spells not showing in starting list.
- [+] don't announce noise from unseen things which are attacking the
player.
- [+] fix crash when no pet location found at start of game.
- [+] swap spell levels for warp wood and absorb wood.
- [+] only set godprayedto if you got a positive effect.
- [+] warp wood should affect wooden lifeforms.
- [+] pathfinding for player:
- [+] only allow this to explored cells
- [+] consider unexplored cells non-walkable.
- [+] set f_pathfinding
- [+] STOP if we see a monster
- [+] never let stamina exceed max.
- [+] you can now actually climb when you get the spiderclimb ability
but don't have climbing skill
- [+] bug: i was able to repair leather armour usint the metalwork
skill.
- [+] fix bug with vell not getting starting weapon.
- [+] monsters: don't walk on producelsight obs if you have sensitive,
uncovered eyes.
- [+] (if wis >= animal)
- [+] snakes shoudl have f_enhancesmell and bad eyesight. also lower
their tremossense range
- [+] new lore: skills which auto makeknown() objects based on rarity.
- [+] lore:chemistry - potions
- [+] lore:relics = rings/amulets
- [+] lore:language = scrolls / books
- [+] also study scrolls
- [+] lore:arcana: wands+magic creatures
- [+] finalise work to redo god piety
- [+] amberon
- [+] thrilled = poly immune,
- [+] glorana
- [+] t = auto bless weapons / arm
- [+] ekrub
- [+] e = autotangle (instead of d)
- [+] yumi
- [+] e = 90 save life chance
- [+] felix
- [+] p = enhance stealth ?
- [+] t = enhance search 20
- [+] e = enhance lockpick 50
- [+] make dagger stronger than combat knife (but combat knife is
faster)
- [+] optimise makefile.
- [+] swapplaces message not appearing.
- [+] fix exploit for dizziness with 'A'
- [+] every time we ask for a direction, use askdirection(prompt).
make this do dizziness check.
- [+] no shieldblocking or dodging if you have no stamina.
- [+] object rarity bugs
- [+] i'm finding way too many books! might be fixed now... ?
- [+] never finding wands
- [+] added debugging to see if there is a problem with wands....
- [+] adjust footstep sound based on material
- [+] carpet = soft
- [+] stone = normal
- [+] tiles = loud
- [+] in @e, "you ar etipsy" should also talk about damage resistance.
- [+] don't show starting abilities if you are a diety.
- [+] don't say 'xx walks out of view' if they didn't move on purpose
- [+] CRASH - summon weapon then drop the energy blade.
* [+] CRASH when fumbling attack using energy blade.
- [+] fighter with wisdom 31. novice perception skill. noticied
teleport trap right in front of me. chances?
- [+] maybe make it you can never detect anything further away than
your perception skill.
- [+] fix bug in geteffecttime()
- [+] announce starting spells at beginning of game
- [+] in skill help, highlight your current level. Maybe: "At Novice
level>>> Unskilled weapons etc..."
- [+] inept level lore shouldn't show "Adept Stealth" as a strength
- [+] when you / then move over a cell with footprints short "Dirt
(with human footprints)"
- [+] or "Dirt (with xxx foorprints leading east)
- [+] typo in killer text - an vs a
- [+] get over here! should give you enough time to attack ?
- [+] felix prayer should remove impassable objects.
- [+] robots shoudl have big penalties to getting up checks. slip,
fall, etc.
- [+] fix bug when falling off a fence.
- [+] BUG: no los when i climb on top of a wooden fence. why?
- [+] F_BLOCKSVIEW needs new option: v1 = true means dont block
if you are standing on it
* [+] engineering / construction skill - replaces 'traps'
- [+] fixed bug where you couldn't rest when you pet was visible.
- [+] bug: aigetlastknownpos populating lastx & lasty with different
info from the the cell returned.
- [+] this has happening when following the direction of a scent.
- [+] remove display of "xx throws xxx towards you" if you can't see
the source and something is in the way.
- [+] druid should alway sbe able to swap with plants.
- [+] peaceful check should do this
- [+] try agian...
* [+] problem- create water can be used instead of soften earth ???
- [+] detect life should help with checking stairs.
- [+] pentagrams should heal the undead.
- [+] ekrub - don't et you sacrifice the flower that appears.
* [+] when doing check for piety on eating animals
- [+] don't auto give druid short blade skill due to sickle
- [+] soften earth on boulder... turn it to mud
- [+] adept psychology - receive change for gems.
- [+] BUG: announceflagloss is never happening.
- [+] new nature spell - absorb wood
- [+] clank - robot, chomp to steal health, self destruct
- [+] new tech
- [+] l0
- [+] chewing gum (jam doors with it) - this should be food
though.
- [+] plants shoudl HELP druid from level 4 onwards
- [+] clean up skill ability code
- [+] automate skill descriptions based on skillwills "you gain the
'xxx' ability"
- [+] auto-learn spells from initial spellbook, rather than having to
read it manually
- [+] finding rings of unholiness everywhere.
- [+] because it's the only rare ring!
- [+] fixed by making ALL rings be uncommon
- [+] first time you slip on something, suggest using 's'
- [+] sewing / metalwork: get resize and enhance earlier.
- [+] bug with engineering seeing through one wall!s
- [+] rogue/knifedancer / blademaster - throwing, extra skill with
small blades. starts with extra knives.
- [+] replace all SUBJOBS with plain regular JOBs
- [+] fix "needobforstaff" for wizards!
- [+] sewer should have mossy rock floor. slippery.
- [+] new specialist classes:
- [+] rogue/assassin (no stealing, no traps, lockpicking, better
stealth+backstab, poison knives)
- [+] minor healing spell is too powerful. should do 5-10hp max.
- [+] reveal hidden is not powerful enough for l4. move to l2.
- [+] reduce effects of stench as TR gets higher
- [+] lumara should accept sacrifice of anything magic.
- [+] oil lamp not making my viison longer! (on dlev11)
- [+] just describe f_produceslight in io.c
- [+] with no evasion skill, agi does way less for EV.
- [+] fungus clouds should be in 1 radius, non orthogonal
- [+] try putting monster zoo back in?
- [+] STILL bugs detecting trapped doors ages away!
- [+] detected one 8 away, perception novice!
- [+] when a monster necromancer is made, i'm prompted for spell
school!!!
- [+] new mushroom: greycap. looks like a miniature snowy mountain.
grants cold resistance
- [+] shop opening hours
- [+] F_OPENHOURS
- [+] v0 = start (inclusive)
- [+] v1 = end (inclusive)
- [+] v2 = sayphrase
- [+] SP_CLOSEDTILMORN (come back in the morning)
- [+] SP_CLOSEDTILNIGHT (come back tonight)
- [+] SP_CLOSEDTILHOUR (come back after x oclock!)
- [+] make shops only be open during the day.
- [+] make some temples only be open at night (eg. hecta)
- [+] grammar: xxx "flys" into view. need getmoveverbplural()
- [+] make yumi's "well, that seems unfair" only work when killed by a
mosnter which didn't chase you up.
- [+] no unarmed skill descriptions!!
- [+] remove pain ability from stink beetle
- [+] cockroach - with just high armour rating (10)
- [+] bajeetle - lower armour but bite causes pain
- [+] yumi - only allow you to gain piety from letting a monster run
away ONCE per mosnter
- [+] new monster: petrifungus
- [+] give merciful fighting for novoice adanced combat
- [+] monsters should lose targets when eating
- [+] vault: window in wall
- [+] fix werewolf hiding code for Rattus (when medium sized)
- [+] "you hear a muffled slithering" - this shouldnt be loud enough to
go through walls!
- [+] selected Evil Adventurer. alignment ended up as NONE
- [+] have added debugging
- [+] wait for it to happen again
- [+] put in code to check at start of turn whethe r my alignment
just changed.
- [+] my alignment seems to have changed to NONE
- [+] POLYMORPH is causing this.
- [+] fixed
- [+] commando should have low level version of gunblade
- [+] electromachete - low pierce + low electric
- [+] gunblade - med slash + low explosive
- [+] boomstick - med bash + high explosive
- [+] commando should start with a few energy packs (need to add this
object)
- [+] l2 tech
- [+] operate it to recharge tech which has charges.
- [+] like a scroll of replenishment, but only for tech.
- [+] when monsters follow you up stairs, they should face you
- [+] jewelry store should buy watches
- [+] when exploding cells, remember who caused it
- [+] new arg: lifeform_t *causedby
- [+] use this when dealing damage, so that it counts as player
kill (etC)
- [+] explodeob
- [+] monks sohuld be very resistant to being scared
- [+] gauntlets (or other hard gloves) should increase unarmed damge by
1
- [+] seems almost impossible to break locks on chests by bashing....
check the calc.
- [+] fixed.
- [+] ekrub should accept sacrifices of plant matter
- [+] sebastian - absorbs physical damage to increase damage.
- [+] after first hit: +1dam, knockback
- [+] after 2nd: +2 dam
- [+] etc
- [+] vuln to non-physical (fire, magic, cold, elec, etc)
- [+] cockroach, plague rat should taint anything it walks on
- [+] fix up morale checks. 30 should be 100. therefore: multiply by 3
and a bit.
- [+] CRASH during wish for Power
- [+] bug:
- [+] You whack the pixie. The pixie turns to face you.
The pixie turns to flee from you!
Amberon's voice booms out from the heavens:
"You dare attack an innocent?" Amberon's voice booms out
from the heavens:
"You dare attack an innocent?" The pixie gestures at itself.
- [+] baba yaga's hut
- [+] shoudln't be able todrink potions
- [+] shouldn't take criticals
- [+] don't annoucne time during combat
- [+] bug after giving gold to a bandit:
- [+] $ - 0 gold dollars
- [+] lore: tech... every level says' no special effects'
- [+] bug: Strength: 24 (very weak, +1 dmg)*
- [+] bug in getstrdammod()
- [+] bug: A brown snake walks into view.
- [+] should be 'slithers'
- [+] mud shouldnt make shoes wet
- [+] refridgerator should only have meat in it
- [+] some jobs which have whip skills
- [+] scourge should always start with a whip.
- [+] fighter should be able to pick it
- [+] aligned temples sohuld be half price (or free if god is pleased?)
- [+] SM_DETECTCURSE
- [+] SM_PURCHASEITEMS
- [+] SM_BLESS
- [+] SM_MIRACLE
- [+] re-introduce monster zoos vault
- [+] bullwhip shouldn't be able to dull!
- [+] banana skin not slippery anoymore
- [+] slightly boost player's starting hp
- [+] why can vampire bat reach me to damage by boots/trousers?
- [+] check out canreachbp() in lf.c
- [+] maybe fixed
- [+] commando's starting gun should start with normal bullets, never
silver
- [+] klikirak should grant fire powers
- [+] cast pyromania when you pray
- [+] gift: immolate every 20 turns
- [+] fix trytokillobs() - this might fix some of the infinite loops
i'm getting during level creation.
- [+] klikirak should give slightly more xp for sacrifing objects
- [+] hawks should swoop more often
- [+] book colours are incorrect (ie. "red book" isn't red)
- [+] i saw "something burns!" while resting...
- [+] make hollow trees be green
- [+] blessed amnesia shouldn't do anything bad
- [+] armour stores shouldn't get hot!
- [+] earthworm should only divide from slash damage - not bash
- [+] queen ant shoudl be able to summon lots of soldiers
- [+] staircases should be on top of ash piles when draring them!!
- [+] in fact, staircases should be on top of _everything_
- [+] sanctuary potion should put out fires under you! (or anything
with walkdam)
- [+] shouldn't be able to smell by's hut
- [+] wood wall should be diggable with pickaxe
- [+] does shovel actually work? no, but it does now.
- [+] dungeon level name - if it has a swamp vault, level is just
called "the swamp"
- [+] fire damage to bread = toast
- [+] only say "the light here is a bit dim" etc if it's different form
your previous level
- [+] weapon stores shouldn't appear in baba yaha's hut!
- [+] i think i said "weapon" but it turned into weapon store.
- [+] works in a wish...... is this only a problem in a vault?
- [+] test agian.....
- [+] during summon mosnter, don't say 'the xxx starts to fly!' before
"the xxx appears"
- [+] when i read a create monster scroll, this _doesnt_ happen.
- [+] when i cast summon small animals and a brian bat appears, it
_doesnt_ happen
- [+] only seems to happen whan a mosnter uses a summon spell
- [+] maybe to do with finalisemonster() or "autogen" being set in
addmonster?
- [+] fixed now?
- [+] walking on water shouldn't extinguish a flaming weapon!
- [+] losehp_real needs a 'bodypart' argument
- [+] klikirak should like killing plants
- [+] do something to stop kilkirak worhipers from scarificeing the
entire forest!
- [+] if you attack a plant lf in the sylvan forest
- [+] nearby plants attack.
- [+] 33% chance of a treant:
- [+] same if you destroy a plant object
- [+] takedamage() needs a "fromlf" arg
- [+] or sacrifice one.
- [+] _warning_ if you attack a plant object or plant lf. (but
don't kill it)
- [+] WISDOM warnings:
- [+] if you are about to attack an OC_FLORA object in the
woods (and have felt the woods get angry once before)
- [+] if you are about to attack a RC_PLANT lf in the woods
- [+] if you are about to attack a CT_WALLTREE cell in the woods
- [+] remove base 'wizard' class...
- [+] maxlevel 1
- [+] make sure this is better than 'mending' since it only affects
metal
- [+] l4 hone metal - give a weapon "of penetration" (F_ARMOURPIERCE)
temporarily (permenantly at l3)
Unique monster code.
- [+] place these durign map generation:
- [+] x% chance of having each unique monster appearing
- [+] F_UNIQUE vals:
- [+] v0 = pct chance of appearing
- [+] v1 = branch id to appear in
- [+] text "%d-%d" = min/max depth
Unique monsters:
- [+] king of rats - lots of rat pets - 33%, 2-4
- [+] pete - spiderman, shoot webs, jump, climb - 33% chance between 5-7
highest
- [+] exorcise spell - l2 summoning
- [+] +10% chance per skill level, -5% per monster TR, +5% per
spell power
- [+] implement
- [+] paladins get exorcise at l5
- [+] new purity god pray effect: 100% success exorcisms.
- [+] new perks for lore:demonology
- [+] nov: exorcise demons (power 1)
- [+] skilled: summon demon
- [+] midnight -portals open. moongate? lunar portal? lunar gate?
moon door?
- [+] portals with no F_MAPLINK will create a random destinatino in
the same map.
- [+] makeobjecttemporary() function
- [+] when it strikes midnight, a portal appears somewhere on the
plaeyr's level
- [+] the portal is temporary for 60 turns (ie. approx 1 hours)
turns until end of midnight (calc this)
- [+] fixed crash on "w-"
- [+] during glorana's peace, striketoko is okay.
- [+] announce posion potion effects.
- [+] make dark maps just lower max vis range, isntead of not being lit
?
- [+] redo entire light calculation code.
- [+] light effects:
- [+] create "bright light" object in radius around target cell
(it has f_produceslight)
- [+] at high level, light spell will increase ILLUMINATION
level of the entire map.
- [+] DARKNESS
- [+] make a "magical darkness" object
- [+] blocks view.
- [+] at high level, light spell will increase ILLUMINATION
level of the entire map.
- [+] bright light objects burn/scare undead
- [+] undead won't walk into cells with bright light power >= their
TR
- [+] monsters in cells with produces light which are vulnerable to
light take damage
- [+] cases to check for:
- [+] vuln to light
- [+] migrains
- [+] iscelllit() should return light level of cell (sum of
f_produceslight)
- [+] gaining/losing f_produceslight should setlosdirty
- [+] makelit() just places light/darkness objects
- [+] monsters in cells with produces light which have good eyes
get blinded
- [+] move blinding code out of spell.c and into turneffectslf
- [+] placing light/darkness objects causes los recalc in any who
can see them
- [+] this shoudl happen automatically since they will have
BLOCKSVIEW.
- [+] islit():
- [+] check for ot_darkness objects in the cell
- [+] check for f_produceslight flags in the cell's lfs/objects
- [+] return how MUCH the cell is lit
- [+] f_produceslight flag now just lets you see further in the
darkness
- [+] still give light sources to monsters, but change the check to
see whether we do this (check the map's illumnation level)
- [+] get rid of calclight() code.
- [+] then i can get rid of seeindark code in los checking ???
- [+] get rid of eyesight adjustment code
- [+] remove enum LIGHTLEV
- [+] CHANGE nightvisrange - it just countres the map's
illumination level
- [+] remove lf->eyeadjustment
- [+] remove lf->losdark
- [+] remove lf->nlosdark
- [+] remove cell->lit and littime and otiglittimer and origlight
and lastlit
- [+] remove it
- [+] don't save it
- [+] only show valid alignment choices (ie. race & job & subjob
alignments don't conflict)
- [+] don't show subjobs which aren't valid (ie. vell
warrior/paladin)
- [+] don't shows jobs which aren't valid (ie. vell druid)
- [+] monsters with low wisdom should be able to flee into dangerous
cells
- [+] ie. wisdom < average
- [+] allow selecting your subjob directly, instead of haveing to pick
your base job first
- [+] restrict low level monsters to only "common" weapons
- [+] make consumesouls only work in a given distance
- [+] bug: player start room not being linked to rest of map
- [+] hawks etc can't swoop away if they somehow get killed/fall asleep
during their attack
- [+] use adverbs when describing misses ("narrowly miss" "wildly miss"
)
- [+] make map light level (well lit etc) determine:
- [+] visibility range (remove this from habitat!)
- [+] stealth check modifier
- [+] show material vulnerabilities in EFFECTS
- [+] poison checks are too easy. i had fitness 33 and passed in 1
turn!
- [+] i know this is baed on timeleft, so maybe make timeleft count
for more ?
- [+] bug: infinite loop when player fleeing
- [+] imp
- [+] TR2
- [+] damage low (sting)
- [+] invisibility
- [+] immune to cold, fire, electric
- [+] magic resist (demon)
- [+] regnerate 1hp per turn
- [+] remove "modification" school with "wild"
- [+] prevent constant 6th sense warnings when something is chasing you
- [+] speak with dead should be a divination spell, not death.
- [+] hecta worshippers get bonusses for bone weapons - +1 damage.
- [+] same with Ekrub and wood weapons
- [+] when wishing for "power", don't give tech that you can't use.
- [+] INFINITE LOOP in timeeffectslf().
- [+] happens when an lf is prone and falls down a hole.
- [+] pass search check on natural 20!
- [+] undead weapons are normally cursed
- [+] walking into a wall now takes time, but can detect secret doors
- [+] tiled floors also multiply the effects of slippery objects
- [+] wand of dispersal - getting "no lof"
- [+] make time debugging for all lfs be an option.
- [+] when set, dump the following for each lf:
- [+] time (millisecnds) taken for their turn
- [+] whether player can see them or not
- [+] # screen redraws during their turn
- [+] skillchecks
- [+] shield check....
- [+] Human checkmod (type Shieldblock):
19(attr)+1(lvm)+0(othmod),totroll=71--More--
- [+] Human: Shieldblock check, rolled 71, need >= 95. (fail)
[you takes 1 dam]--More
- [+] wondering monsters - they turn up on levels when you go back to
them. (but never near the stairs)
- [+] only if you haven't been there for a while (50 turns or so?)
- [+] (depth*5)% chance for each room without stairs
- [+] dark elf - Vell
- [+] consumesouls
- [+] +int
- [+] novice necromancy
- [+] metal vuln
- [+] don't start player with obects which they are vulnerable to!!
- [+] matvuln should hurt you if you touch something made of it!
- [+] wands should be made of dragonwood, not metal
- [+] diferent kinds of matvuln -
- [+] you get hurt more by it
- [+] you can't even touch it
- [+] use v2 to determine.
- [+] stealth check to not make ANY noise when hiding is easier.
- [+] redo skillchecks to use a percentage, not d20!
- [+] new function behaviour:
- [+] skillcheck()
- [+] roll a die. d100? d50?
- [+] modifyskillcheckroll() - apply modifiers (based on
attribs, etc). higher roll is better.
- [+] store die roll in *result
- [+] difficulty 70 means "must roll higher than 70" = 30%
chance.
- [+] if roll >= what you need, you pass.
- [+] skillcheckvs()
- [+] each roll a die
- [+] modify die roll for both of you
- [+] who is higher
- [+] now modify ALL calls to skillcheck() to be pctage based.
- [+] in general, difficulty of 20 ->diff 95 (ie. 5% base
chance)
- [+] each +/- 1 will chance difficulty by 5%
- [+] ie. multiply current values by 5
- [+] IN
- [+] attack
- [+] io
- [+] lf
- [+] move
- [+] objects
- [+] shops
- [+] spell
- [+] then REMOVE getskillcheckchance()
- [+] auto fail poison check on low roll
- [+] let everyone attempt to climb climbobstacles.
- [+] potion of oil isn't smashing when thrown
- [+] shatter() was failing because the EXPLODEONDAM check was
incorrect.
- [+] fix felix money sacrifice exploit . done.
- [+] change collapsing door trap - first check for F_DOORFALLOB
instead of just checking material. that way we can cope with iron
gates etc.
- [+] done
- [+] define doorfallob for iron gate - 4-5 iron bars
they get out of sight.
- [+] some kind of obstacle which you must CLIMB over
- [+] objects
- [+] metal barricade (also breakable)
- [+] pile of rubble (not breakable)
- [+] F_CLIMBOBSTACLE
- [+] need a climb check of difficulty v0 to move ON to it. if you
fail, you fall off in a random direction.
- [+] if you don't ahve the climbing skill, you can't move onto it.
- [+] ...and EVERYONE needs to be able to learn swimming & climbing
- [+] vaults:
- [+] room with heaps of these in rows - "fortified_room"
- [+] room with lots of these over a pit - "pit_path"
- [+] room with lots of these over fires (or something
damaging) - "firepit"
- [+] if you're standing on something with "climbobstacle", you
count as being higher
- [+] tables should have CLIMBOBSTACLE diff 5
- [+] vault - pit with archers on the side
- [+] cope with "monster_name with _objectname_"
- [+] cope with objects of name "random firearm"
- [+] BUG: "Gather up the spoils of battle!" A masterwork weapon store
appears!--More--
- [+] rarity on wands seems broken...
- [+] god gifts are happening too often when god is just 'pleased'
- [+] on levels where floor is carpet, don't create vaults with obs
made of MT_FIRE
- [+] bjorn prayer's forcesphere radius should depend on piety level
- [+] collapsing door trap - need f_doortrap to restict this to just
doors
- [+] make more shops let you donate
- [+] bookstore
- [+] jewellery store
- [+] rename blood hawk to hunting hawk
- [+] offering a bribe to creatures should make them move likely to
helkp you, AND reset the "auto don't help' flag
- [+] change "get lost " message to "get lost, <racename>" if your race
is different.
- [+] sayphrase() needs a new arg: lifeform_t *talkingto
- [+] colours for spell effect.
- [+] eg. "the flame dart hits xxx" should use CC_BAD
- [+] muddy room - mud should be immutable.
- [+] maybe change rage - you lose control totally and just attack
anything in sight?
- [+] do it.
- [+] don't train when enraged
- [+] don't hear sounds when enraged
- [+] RAGE effects: strength bonus, accuracy bonus, infinite
stamina, never flee,
- [+] fix bug in skill point calculation
- [+] CRASH - someone got their turn BEFORE the player!
- [+] new poisontype field - contracttext
- [+] hecta's pray effect not working.
- [+] adjust food poisioning check difficulty based on food age
- [+] check OBHP percentage of max.
- [+] >= 80% obhp means -30% difficulty check
- [+] ring of unholiness should confer dtvuln holy.
- [+] fix colour on spellclouds
- [+] fix bug with spellclouds not affecting centre cell.
- [+] if you are frozen, heat does extra damage and cold does none.
- [+] when frozen, lessen chance of melting.
- [+] reduce bite damage of snakes
- [+] balaclava should protect from gas
- [+] make some floor types (like carpet) be multicoloured
- [+] celltype->altcolour
- [+] if altcolour is not C_NONE then use it where (x + y) % 2 is
true.
- [+] don't regain stamina while training
- [+] random text in shops - sayphrase needs to cope with lf == null
- [+] done
- [+] fixed - hecta gifted me with a bamboo staff, but i'm inept with
staves!
- [+] BUG: in vault.vlt.
- [+] "30% chance of door" really means "otherwise empty cell"
- [+] need to be able to say "else put a wall here"
- [+] so change:
- [+] c:type:what[:pct]
- [+] to this:
- [+] c:type:what[:pct][:alttype:altwhat]
- [+] vlegend_t needs
- [+] enum VAULTTHING tt2
- [+] char *what2
- [+] they default to VT_NONE, NULL
- [+] secret doors should take their fake wall type from the vault spec
- [+] vaults need f_celltypeempty/solid flags
- [+] add via: solid:xxx in vault def
- [+] recycler
- [+] donate anything
- [+] 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
- [+] BUG when i enter baba yaga's hut:
- [+] ERROR - couldn't link stairs back to map entry object.--More--
- [+] was assuming that exitdir was up/down. for entering the
hut, the direction is "in".
- [+] lots of missing text colours - fixed.
- [+] is 'appropriate' working? i got a sun hat!
- [+] yes, but "armour" should mean "ar >= 1", to differentiate
from 'clothing'
- [+] also, size sohuld match for armour.
- [+] time code (if you have a watch):
- [+] things which occur at certain times
- [+] "glorana's peace" - morning twilight and sunrise.
- [+] boost life spells
- [+] glorana worshippers gain some special - regen.
- [+] midnight = "witching hour"
- [+] boost necromancy
- [+] werewolves always change to wolf
- [+] implement an auto-cast for player lycanthropes
- [+] when a ling parasite enters a corpse:
- [+] add some kind of flag so that when it dies, a living ling
parasite appears on top of the corpse.
- [+] F_CORPSELF
- [+] 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"
- [+] fire/cold spells:
- [+] endure fire/cold
- [+] L2
- [+] ongoing
- [+] like endure elements but only one element.
- [+] fire - done
- [+] cold - done
- [+] negate fire/cold
- [+] L3 ongoing
- [+] rename "gold coin" to "gold dollar"
- [+] announce mosnters losing interest.
- [+] if accuracy is too low, chance to fumble your atttack if you miss.
- [+] ie. drop weapon
- [+] show "please wait' message during initial build.
- [+] why can't i fill an empty flask from a potion of blood?
- [+] because blood grew into a bigger one
- [+] CRASH - go to a shop, 'sell gems', pick a letter not in the list
- [+] The giant ant kills the kobold. The kobold dies.
- [+] never use "kills" when a monsters is killing another one.
- [+] implement CURSED scroll of wishing effects.
- [+] stoning
- [+] hostile summons
- [+] insanity- drop iq prmenantly
- [+] golden boulder
- [+] proximity mine (l3 tech)
- [+] if activated, explodes when someone walks ONTO it (but not
_off_ it)
- [+] only gtaverage WIS _or_ adept tech knowledge won't walk onto
it
- [+] rollerskates (wear on feet, move fast fowards)
- [+] jet skates (faster version of rollerskates)
- [+] only work when ACTIVATED
- [+] only work when they have CHARGES left
- [+] drain charges when activated (like a jetpack)
- [+] cattle prod - piercing DR 1, +10 electical dam while it has
charges
- [+] f_extradamwithcharges
- [+] computers
- [+] operable
- [+] no pickup (or at least, VERY heavy)
- [+] need tech usage to use.
- [+] get choices equal to your tech level (novice = random)
- [+] choices:
- [+] 1 M = map whole level
- [+] 2 O = show location of loot (detect objects)
- [+] 3 L = show lifeforms
- [+] 5 D = explode
- [+] 6 I = identify one item.
- [+] 7U - unlock all doors + chests
- [+] at high techusage you can pick destruct time ?j:e sp
- [+] 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.
- [+] minor grammer fixes in skill descriptions and looting choices
- [+] crash when donating objects to a shop.
- [+] only allow lock breaking with bashing wepons
- [+] make minor undead like skeletons not pursue once you're out of
sight.
- [+] don't allow damaged objects to stack
- [+] wyrmspawn should be able to learn master wyrm lore!
- [+] fixed crash when operating tech which asks for a target cell
- [+] bug in bones
- [+] invalid at() definition: 'at(0,0) ob:an uncursed bone club'
[vault:bones7/loading flags] Invalid line: [at(0,0) ob:an
uncursed bone club]
- [+] when monsters polymorph into a new race, don't change their
allegiance (ie. dont inherit f_hostile)
- [+] don't want boulders or other impassable objects in starting room
- [+] lumara should give you one more mp if you are already full
- [+] reduce radius of gas trap
- [+] fixed description for mana spike
- [+] increase damage of wild spells
- [+] don't show this message if we can't see iT!
- [+] also dont count this as a peaceful attack if we can't see it.
- [+] missiles missing you should interrupt training!
- [+] Why does monk acuracy start at -4?!
- [+] godstone of destruction (hammer )
- [+] godstone of life (heart ?)
- [+] godstone of mercy (flower?)
- [+] revenge/theft (glove?)
- [+] godstone of purity (orb ?)
- [+] death: of death. (skull ?)
- [+] casts infinite death
- [+] nature: of Nature (seed ?)
- [+] all plants become peaceful
- [+] all animals become peaceful
- [+] cure all diseases
- [+] quench all fires
- [+] flowers grow everywhere
- [+] summon treants ?
- [+] battle: of Battle (make this a horn?)
- [+] remove all curses on equipped wep/arm.
- [+] bless weapon (if not already done)
- [+] nullify all other lfs
- [+] super speed attacks ?
- [+] warriors appear
- [+] magic: of Magic (crown ?)
- [+] restore all mp
- [+] learn any spell
- [+] identify all objects
- [+] make Lavax be playable
- [+] make Fishfolk be playable
- [+] fix bug with wand lof
- [+] reduce rarity of wands
- [+] getrandomobwithflag()
- [+] fix big memleak bug (allocating map cells twice)
- [+] infinite loop on win game by defeating a god.
- [+] klikirak shouldn't make fire when on plane of gods/
- [+] createhabitat shouldn't be allowed to blank pre-vault (ie.
locked) cells
- [+] bug: wasn't any lfs in realm of gods
- [+] master vault
- [+] bottom of dungeon has link to "vaults".
- [+] vault stairs needs a key to open it. (special stair type)
- [+] stair type:
- [+] metal hatch leading down
- [+] metal ladder leading up
- [+] add new habitat
- [+] add new branch
- [+] algorithm for making h_vault level:
- [+] start with everything a wall
- [+] place x number of random rooms or vaults with tag:vault
- [+] rooms can't overlap
- [+] rooms should be fairly small
- [+] IMPORTANT: rooms can't be further than 2 (3?) cells
away from other rooms
- [+] every room has locked doors (never open entrances)
- [+] then go through, and cell which has a room cell near it
becomes empty
- [+] problems:
- [+] rooms have no doors!
- [+] rooms are too small!!
- [+] populate with monsters (f_rarity)
- [+] more chance of "guard" jobs
- [+] automatically place chests
- [+] 3 levels with:
- [+] 1 staircase up/down form each
- [+] down stairs require key to open.
- [+] first level of vaults: outer vaults
- [+] antechamber with vault guardians
- [+] second level: inner vaults
- [+] last level: master vault
- [+] inner chamber with all the godstones
- [+] once you pick up one godstone, the others vanish.
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.
23-24!
- [+] highest TR is about 20.
- [+] gettrrange()
- [+] F_NUMCONVERT xx text
- [+] if stack reaches xx in number, change to obtype "text"
- [+] eg. blood splash x 5 = large pool of blood
- [+] troll blood -> healing potions
- [+] 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
- [+] sourges shouldn't learn spells from books
- [+] MR doesn't affect canwill spells?
- [+] innate MR (ie. fromrace or from scource) doesn't affect spells
either.
- [+] too many potions of water! made it common rather than frequent.
now NO frequent potions.
- [+] getting 'wake t someone runmmaging through your pack' when noone
nearby
- [+] maybe this flag isn't gettginre removed properly?
- [+] polymorph should fix injuries first
* [+] for missing hand injuries, select the hand AFTER main switch()
* [+] shouldn't be able to weild 2-handed weapons if you only have 1
hand!!!
- [+] "travel" spell should let you go to RT_HABITAT things.
- [+] fix crash validating f_spotted flag
- [+] don't always put "The " on unique objects.
- [+] use F_THE for this instead.
- [+] godstones should still have F_THE
- [+] don't place staircases inside MAINTAINEDGE vaults!!
- [+] burning a wood floor only makes a hole in the ground if there are
more levels underneath!
- [+] end of caves:
- [+] both bossrooms should have goblin king and red wyrmling
- [+] stone key.
- [+] need a vault flag which say s: add f_stayinroom to everyone who
is created in this room
- [+] done: "keepmonsinroom"
- [+] cope with a branch's entry stairs coming from a vault
- [+] killing unique monsters with necrotic damage should still leave a
corpse.
- [+] make "ornate chest" which has rare objects
- [+] put it in branch endings and make it a rare object
- [+] f_extrainfo in fireat() should show damage _after_ adjustment
- [+] BUG: swamp rooms aren't connected!!!!
- [+] end of forest branch:
- [+] vault containing baba yaga's hut
- [+] bone fence around it
- [+] skeletons
- [+] the hut.
- [+] baba yaga's hut
- [+] cabin on chicken legs
- [+] f_timid!
- [+] jump
- [+] claw attacks
- [+] walks around
- [+] corpsetype = link to inside the hut
- [+] made of dragonwood (ie. hardness 5)
- [+] Don't say "You kill the walking hut".
- [+] text when it dies: "Exhausted, the hut slumps to the
ground."
- [+] inside the hut = small level with baba yaga
- [+] new regiontype: babayaga's hut
- [+] new habitat: byhut
- [+] making the habitat: only has a single vault. (one with
tag 'byhut')
- [+] diff layouts
- [+] circular
- [+] square
- [+] baba yaga herself
- [+] baba yaga
- [+] weighs 50kg
- [+] obs:
- [+] key!
- [+] hp: 135 = 22 hitdice (d6)
- [+] 75% magic resistance
- [+] attribs
- [+] str: exhigh
- [+] iq: exhigh
- [+] wis: exhigh
- [+] agi: average
- [+] con: high
- [+] cha: exlow
- [+] fire, cold, magic, poison resist
- [+] immune to necrotic
- [+] abilities
- [+] seeinvis
- [+] awareness
- [+] claw/teeth attacks.
- [+] claw = 8 DR
- [+] teeth = 6 DR
- [+] maxattacks = 2
- [+] grab ability
- [+] spells??????
- [+] fear
- [+] weaken
- [+] summon insects/animals
- [+] entangle
- [+] blink
- [+] when she dies, unlock the hut door.
- [+] delving code.
- [+] new digging code:
- [+] delve()
- [+] delve_pullcell
- [+] etc
- [+] h_antnest
- [+] creaetantnest calls delve() functions.
- [+] insert this in the main dungeon somewhere
- [+] populate with monsters (set rarity)
- [+] place queen ant on the map.
- [+] via new regionthing type RT_LF
- [+] branch ends should have a boss with a key!
- [+] jimbo
- [+] babayaga
- [+] cave boss (dragon ?)
- [+] gust of wind has higher chance of knocking down small creatures
- [+] check: ensure vault names have no ' 's
- [+] loading bug: celltype id 0 doesn't exist.
- [+] loading bug: adding minotair - don't call sethomeroom()
- [+] fixed - bones bug: "2 loaves of stale bread"
- [+] crash when object thrown away by holy circle dies.
- [+] armour with "permenance" cast shouldn't be able to be healed
either!
- [+] use immutable instead of invulnerable
- [+] if you weild your spare weapon (and dont have a spare), remove
'spareweapon' flag!
- [+] skoob should be made out of "water", not "ice" (don't want it to
have hardness)
- [+] change its material
- [+] hitting water-based lfs should rust weapon!
- [+] rusted weapons should have 10-30% chance of giving tetanus.
- [+] low chance of spasm each turn (5%)
- [+] "your [xx] spasms/contorts violently!"
- [+] hand = drop weapon
- [+] leg = fall over
- [+] jaw = nothing
- [+] back = spine broken, you die
- [+] tail = tail broken
- [+] chest = rib broken
- [+] wings = stop flying
- [+] electricity damage confuses robots
- [+] poison's power increase chance of its effects happening
- [+] whenver tetanus effect fires, increase power.
- [+] electric damage spreads through water
- [+] create water spell (like grease, but just makes water)
- [+] objectgrowth spell shoudl use f_growsto instead of hardcoding
- [+] v0 = obid or celltypeid
- [+] vt = determines VT_ob or vt_cell
- [+] then add shrink spell which uses f_shrinksto
- [+] deinfe it
- [+] add effects
- [+] specail case - brazer -> helmet should be red hot
- [+] hecta should mind attacking evil peaceful creatures
- [+] ai should still flee with bleeding legs
- [+] bandit had 90hp - problem with varlevel!! have changed
calculation.
- [+] monsters now just get 1 extra hit die per level after the
first.
- [+] only some branches should use region->depthmod. others only use
regiontype->depthmod.
- [+] spell: disrupt undead -
- [+] announce 'shatter' spell: you hear an ultra=high pitched
whining/ringing.
- [+] announce'sleep' spell: suddenly, you feel very drowsy.
- [+] inducefear: too powerful. tweak skillcheck values.
Initial work on baba yaga (sylvan forest boss)
- [+] parserace needs to cope with lazy etc.
- [+] make enum BEHAVIOUR
- [+] make behaviour_t
- [+] id
- [+] name
- [+] flags
- [+] killbehaviours()
- [+] addbehaviour() calls to define them
- [+] cleanup callsk illbehaviours
- [+] givebehaviour(lf, enum behaviour)
- [+] getrandombehaviour()
- [+] instead of checking f_behaviour->text, use
findbehaviour(f->behaviour->val[0])->name
- [+] parserace should handle these and populate wantflags
appropriately.
- [+] add disease incubation times (instead of getting them right away)
- [+] OT_A_TRIP should be a lot harder on anything with more than 2 legs
- [+] monster fleeing up/down stairs should anger hecta
- [+] reduce short bow damage.
- [+] add composite bow (between short & long)
- [+] need magic/silver weapons to hurt MT_MAGIC things
- [+] spirits should no lnoger be made of "MAGIC" - make them
something else. flesh will do.
- [+] in attack.c, noncorporeal check should also check for silver
/ magic weapons
- [+] describe noncorporeal in io.c if knowledge is high enough.
- [+] new spell casttype: ct_sounbased. deafness protects.
- [+] Banshee (7hd, spirit, death keen at night) - blue / red 'p'
- [+] death keen = sonic damage"midnight dirge"
- [+] but only at night.
- [+] harpy: 7hd - orange 'A'
- [+] charm (via sound, so sonic prevents)
- [+] 50% chance of bone club
- [+] bite, claw
- [+] take lifeform_t * for usevis instead of boolean
- [+] add new option "useorigrace" for shapechangers
- [+] whips
- [+] F_WHIP
- [+] new skill: sk_whips
- [+] basic trais:
- [+] high accuracy
- [+] lowish dam
- [+] pierce/slash/bash damage
- [+] some will let you cast 'snatch' and suck
- [+] no crit chance
- [+] examples:
- [+] bull whip (lowest damage)
- [+] flail (ie. chain whip ,change type from club to whip)
- [+] heavy flail
- [+] metal-tipped whip (flail with higher acc)
- [+] barbed whip (causes piercing damage as well)
- [+] io.c @@ should take extradam into account
- [+] describbeob() should show F_EXTRADAM
- [+] change morale values - this shoudl default to your TR, otherwise
f_morale replaces it.
- [+] CRASH in doknowledgelist()
- [+] hecta bug: fixed!
- [+] You bisect the kobold! The dying kobold shouts "Nooooo!".
Hecta's voice grates against your mind:
"You allowed my sacrifice to escape!"
- [+] is this because i'm calling "flee" after the lf takes
fatal damage but before die() is called?
- [+] NO, because flee() checks isdead(lf)
- [+] it's happening when i kill a monster, and another one of
the same type sees me!
- [+] change: only trigger this is the player has previously
attacked the monster
- [+] replace fire titan with balrog
- [+] You bisect the giant gnat! The dying giant gnat shouts "Nooooo!".
- [+] fixed.
- [+] boggart -brown 'n'
- [+] made of wood
- [+] cause things to disappear
- [+] cause milk to sour (low power blight)
- [+] scared of salt
- [+] demandgold
- [+] briar thrash (spiky) - yellow 'T' (grab)
- [+] bingebark - red 'T'. wants edible, canwill snatch
- [+] leshy (human with leaves) - green 'h'
- [+] manticore - red 'm''
- [+] lion, bat lings, man head, tail tipped with iron spikes
- [+] carnivore
- [+] human sized
- [+] shoots 1-6 spikes. each spike does 1d6. too much!!
- [+] change this to be 5d3 damage per volley.
- [+] ie missiledam 4d3
- [+] can do this once every 50 turns.
- [+] can fly
- [+] claws - 1d3 1d3
- [+] want gold (non covet)
- [+] make it grimoire.
- [+] don't learn the first spell automatically
- [+] only start with 3 spell schools, and they must be from:
- [+] wizards with no subjob:
- [+] get a grimoire rather than a spellbook. but first spell is
always mana spike?
- [+] need some frequent forest vaults
- [+] tree passage:
- [+] tree circle
- [+] more enlarge/shrink object effects
- [+] wooden door = wood wall
- [+] wooden barrel - wooden dor
- [+] i turned into a cloud of gas. why was i not flying?
- [+] when you polymorph to creautre with natural flight, start
flying right away
- [+] show %age chance when studying a scroll
- [+] redo skillcheck code so we can calculate % chance beforehand.
- [+] automatically unlock all doors in starting room
- [+] reduce accuracy for innate attakcs- at the moment they always hit!
- [+] based on agility.
- [+] test with monk......
- [+] You have the following spells active:
3 damage reduction, vuln to fire
- [+] grimoire - why could druid see 'knock' ? think this is fixed now.
- [+] new killverbs: "murdered" "slain"
- [+] superheat not working if you miss. fixed.
- [+] skillchecks for NC_SPELLEFFECT noises should always succeed.
- [+] modifydamage dealt now that monsters have more hp:
- [+] initial wizard spells
- [+] chill
- [+] spark
- [+] manaspike
- [+] later wiz spells
- [+] fire on ground
- [+] new type of spellbook:
- [+] general - one spell from each school "spell tome" ? "xxx's
grimoire"/
- [+] another flagpile corruption bug.
- [+] asked a mammoan hunter to join me.
- [+] Marcus shouts "Beware a mosquitoid!". You hear heavy
footsteps.
- [+] Assertion failed: ("flagpile is corrupt!" == 0), function
checkflagpile, file flag.c, line 456.
- [+] (timeeffects on footprints)
- [-] when you "vomit then wake up", need to recalc los
- [+] killflag() is meant to fix this!
- [ ] why isnt it working?
- [+] bug: wasn't identify()ing starting weapons when you selected them.
- [+] allow temples to try to belss unknown objects.
- [+] allow describing obs from askobmulti()
- [+] warrior read a grimoire, why did it get identified? fixed.
- [+] reduce cost to repair stuff
- [+] dancing flame -l1: fires spread to adjacent lfs
- [+] cleansing fire = l2: use nearby fire to heal -heal (power*20)%
from each one.
- [+] maxpower 5
- [+] quicken fire - l4: make flame primarliry
- [+] magic barriers should vanish if you walk into your own one
- [+] implement
- [+] fleeing from something with F_NOMOVE shouldn't be cowardice
- [+] fix crash in check_for_block()
- [+] new branch: sylvan forest
- [+] entrance to this branch: hollow tree?
* [+] add some forest vaults
- [+] get rid of 'the sun is coming up" messages
- [+] nature spells which work better outside need to change...
make it 'when in sylvan woods' instead
- [+] need a spell to teleport to entrance of a branch!
- [+] done. TRAVEL.
- [+] saving "a clear fountain"
- [+] getobnametrue() needs to show "a fountain of xxxx" or "a
water fountain"
- [+] addobject() needs to handle "fountain of xxx" or "water
fountain"
- [+] don't generate bones file while debugging
- [+] should amour really be 'battered' at 98% ?
- [+] make 85 and abve still mean 'pristine'
- [+] reduce bjorn cowardice anger amount
- [+] snakes shouldnt follow up stairs
- [+] fix broken f_accuracymod.
- [+] unicode for trees and dense bushland.
- [+] bug loading again......related to gratings
- [+] don't inherit alignment when giving jobs to monsters
- [+] change lf summoning to better control hostility
- [+] gods should be able to see invisible
- [+] travel spell to quickly get around branches
- [+] treant / ent = green T
- [+] old/normal/young
- [+] older = slower
- [+] elder can cast 'animate tree' ?
- [+] bug: when you offer a godstone to a god outside of realm of gods,
they are saying "no" but still taking it.
- [+] gods should yell out a warning when you walk over a new godstone
- [+] this lets the player know that picking it up will anger that
god.
- [+] then add f_donewarning to it.
- [+] problem:
- [+] i get teleported into deep water then
- [+] you are drowning
- [+] you are drowning
- [+] you are drowning
- [+] you die.
- [+] was calling checkfordrowning() too often.
- [+] also prevent random teleports into dangerous cells
- [+] accuracy bonus for weapon skill wasn't working!! fixed.
- [+] remove damage done to armour
- [+] rename greater mummy to mummy king
- [+] most robots shouldn't be able to use stairs. F_NOSTAIRS
- [+] most undead don't use stairs either
- [+] rename "donate" to"offer an item"
- [+] high speech or racial knowledge should list possible items when
you offer
- [+] insert this at adept level
- [+] bump everything else upwards
- [+] when offering objects, use SPEECH check, not MORALE.
- [+] felix shoud like offering bribes
- [+] yumi should like calming people down
- [+] animals shouldn't be smart enough to avoid sharp objects on the
grond.
- [+] make all animals have wisdom = LOW
- [+] make most undead have wisdom = VLOW
- [+] make most undead have CHA = EXLOW
- [+] warn if races are missing any STARTATTs
- [+] warn if races have duplice sTARTATTS
- [+] reduce unyon hit points
- [+] drop monster hitdice sides to 6
- [+] change goblin colours
- [+] replace quickblade with uchigatana. dael 7-8 damage. very rare.
- [ ] apply correct rarity to weapons
- [+] balance katana now that i've modified blades!
- [+] and add wakazashi.
- [+] add altdam bash to most swords
- [+] add f->text to altdam
- [+] add "noobstext" to askobject()
- [+] why did ninja start with 0 mp ?
- [+] if you read a manual for a skill yo ucan't learn, have some kind
of message to say it didnt work
- [+] map shouldn't be magical
- [+] cloth should 'heat up' (it just catches on fire)
- [+] give A_FIT to all mosnters, for stamina when we polymorph into
them!
- [+] fix bug where celldangerous() fails on a lifeform's own cell
- [+] reflexive dodging should also dodge dangerous objects which
appear on top of you!
- [+] do this in startlfturn(), before other effects!
- [+] air spell - refraction - boosts EV
- [+] move jolt to L2
- [+] don't announce initial damage taking object from perfect to
battered.
- [+] propel missile
- [+] doesnt anger lumara
- [+] for monsters: aispellok true if we have an OC_MISISLE which
we're strong enough to able to throw.
- [+] minrange 2
- [+] new swords:
- [+] baselard
- [+] shortsword
- [+] epee
- [+] cutlass
- [+] sabre
- [+] repier is now a long blade.
- [+] broadsword
- [+] falchion
- [+] claymore
- [+] zweihander
- [+] bug: job description missing skill elements when there are <4 on
the last line.
- [+] don't adjust object's armourrating based on its conditin.
- [+] increase TR of dryad
- [+] reduce range of 'chill'
- [+] potion of poison should give venom poisoning, not food poisoning
- [+] robots should be immune to charm
F_AISPELLTARGETOVERRIDE v2.
- [+] change code:
- [+] F_AISPELLTARGETOVERRIDE v0=spellid, v1=F_AICASTTOxxx
v2=TT_xxx text=pctchance or NULL.
- [+] aispellok(xx, purpose) : check this _before_ checking
spell->f_aicasttoxxx
- [+] add spelltargetoverride for vampire
- [+] add spelltargetoverride for werewolf
- [+] retain F_FLEEFROM on polymorph.
- [+] lycanthropes
- [+] show up as "human" unless your animal/magic lore is high
enough
- [+] vulnerable to silver weapons
- [+] Wererat (3hd, weapon damage)
- [+] uses short blades
- [+] stench
- [+] want alcohol?
- [+] transform into fast version of rat. plague rat?
- [+] summon small animals. summon # override? "count:"
- [+] Werewolf (4hd, 6 dam)
- [+] summon wolves ?
- [+] shapeshift to dire wolf
- [+] regenerates
- [+] firstaid skill (fast healing when resting)
- [+] Werebear
- [+] 6 hd
- [+] shapeshift to grizzly bear
- [+] summon 2-3 black bears
- [+] firstaid skill (fast healing)
- [+] shapeshifting monsters sometimes start as animal form
- [+] if you are good/evil different alignments, mosnters should flat
out refuse to join you.
- [+] more different sayphrases for recruitment.
- [+] when placing homelevobs, try to stick to rooms, not corridors
- [+] getrandomroomcell() needs WE_xxx argument.
- [+] implement cellmatchescondition(c, cond)
- [+] real_getrandomadjcell() should use this too
- [+] swoop ability should only work with claw attacks
- [+] F_FORCEATTACKOB
- [+] getweapons() needs to honour this.
- [+] spell.c: check if you have the right attack type
- [+] aispellok: only if you have the right attack yype
- [+] horse - 2hd, brown u
- [+] Hippogriff (3hd , horse/eagle, 'u') - yellow
- [+] centaur (4hd, u) - grey
- [+] make pegasus be cyan
- [+] CATs
- [+] Griffon (7hd, tr4-5, u, hates horses) - lion/eagle - yellow
'f'
for f_flying
- [+] reduce explosion size for robot corpses.
- [+] cats
- [+] Evasion, fast, normal attack speed but 2 attacks
- [+] Cheetah/leopard 3. tr. 3. Brown, jump/leap
- [+] Tiger. 4hd. tr. 5kk Red
- [+] Lion. 4. tr 6. Orange
- [+] Panther ? Magenta
- [+] Shadowcat .blue
- [+] hecta did finger of death on a troll, why didn't it leave a
corpse ? because i used necrotic damage.
- [+] crash when asking druid for levelup spell.
- [+] fix up msgs when charmed monsters are moving.
- [+] fix up explodecells() to do better LOF calculation.
- [+] cancast() timer on monster ablities is not working!!!
- [+] quaffed a potion of polymorph self... and nothing happened!
- [+] only killing undead should please the god of life, not just
killing anything evil
- [+] klikirak shouldn't get angry when you take cold damage!
- [+] fire sohuld convert flammable celltypes to another type:
- [+] wood -> stone floor with pit
- [+] carpet > stone
- [+] increase flamepillar range
- [+] warning before killing firebug on wood/carpet, if wisdom is
at_high or above, and animal lore is high enough.
- [+] make f_twohanded only apply up to a given lf size.
- [+] implement
- [+] then add "istwohandedfor(wep, lf)"
- [+] then fix up ob defs in data.c
- [+] unnatural growth/shrinkage spells should be temporary too (like
potion)
- [+] random polymorph code
- [+] stay at the same TR, or one higher/lower! (same for player
random polymorph)
- [+] elephant - friendly to mammoans
- [+] mammoth
- [+] pixie (then pixie, dryad sprite = sylvan / fae)
- [+] naiad / nixie
- [+] blue 'n'
- [+] low power charm to lure into water
- [+] dagger/javelin
- [+] throwing net
- [+] resist magic 25%
- [+] droid - zapper
- [+] hoverscout (levitates, summons monsters)
- [+] skellion - floating flaming skull, scream attack, flame melee
- [+] fire primality should cast flame burst.
- [+] don't modify monster hp based on fitness.
- [+] storm primality / wind primality
- [+] very fast
- [+] 2 attacks - 1d5 each time. (pummel with debris / zapper)
- [+] permenant windshield
- [+] lesser:
- [+] lightningbolt (lesser, 2d6)
- [+] sleetstorm (lesser, 1-2 cold and slow movement)
- [+] greater
- [+] chain lightning (greater, 3d6)
- [+] hailstorm (greater, 1d6 cold and 1d4-5d4 depending on
power)
- [+] naiad (water sprite) - 'n' -blue
- [+] good
- [+] aquatic
- [+] water spirit
- [+] charm spell
- [+] ling parasite - green 'x'
- [+] turns one corpse into a zombie (dies in the process)
- [+] add onion object.
- [+] roc
- [+] "crystal cur" - canine. only bashing works
- [+] gems for corpses.
- [+] bug: monsters not using spells. fixed.
- [+] test NOSPELLS bug with rapidivy
- [+] test low IQ spells with storm primality
- [+] make hitdice be d8 rather than d4
- [+] change F_HITDICE
- [+] add constant HITDIESIDES
- [+] redo all definitions in data.c
- [+] 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.
- [+] remove gravity school (move to "air")
- [+] mud should eventually dry out (but take 50 turns or so)
- [+] bug: " [@=stats Effects Items gic ?=describe ESC=quit]"
- [+] allow '?' from askgod() prompt.
- [+] when hecta changes you to a vampire:
- [+] don't change your hp!
- [+] don't chance your stats ?
- [+] add ?j for job descriptions
- [+] wrapprint: when caling line length, use modified strlen to ignore
^c or ^num
- [+] extra info in makedesc_job:
- [+] Attrib mods:
- [+] Strength: very high
- [+] IQ: Low
- [+] Alignment: Neutral OR Good/Evil etc, or ANY
- [+] starting skills: x, x, x, x, x, x
- [+] changes to paladin
- [+] cannot cast spells if using cursed weapon/armour
- [+] get rid of skillcheck to learn a new spell.
- [+] cyclonic shield should also damage attackers.
- [+] ^F#_#^? releases a cloud of red spores
- [+] ragefungus bug
- [+] "you are too tired to do that right now"
- [+] move this check out into useability.
- [+] test that minotaur still uses charge. (which costs stamina)
- [+] force sphere not working! fiexd, needed to limit "radius" to 1
minimum. also added animation.
- [+] reduce max jolt power to 5.
- [+] change initial sky wizard spell to jolt
- [+] 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
- [+] amberon: rename to "Purity"
- [+] make it cure deformities etc ?
- [+] massive damage to undead ?
- [+] thieves: of vengeance
- [+] makes all monsters attack themselves
- [+] steals all weapons from monsters
- [+] mercy: of mercy..
- [+] acts as ring of miracles (when charged)
- [+] make "mirror image" be a modification spell instead of
mental ?
- [+] make resize spells target a lf, rather than the caster
- [+] l2 spell alchemy - convert metal object into power% its value in gold!
(maxpower 5)
- [+] need wantmaterial in doaskobject
- [+] move ring of miracles check out of losehp().
- [+] instead, just use the die() one.
- [+] titans have more hit points than gods!!! fix this.
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
stay awake (on guard)
- [+] shouldn't get salmonella from roast meat! implement israwmeat()
- [+] Curse removal - $-2147483648 each
Blessings - $-2147483648 each
(there is a $644245120 surcharge for uncursing an equipped item)
Pay for a blessing (you have $118) [yn]?
- [+] fixed.
- [+] f_rage should make f_hiding disapepar.
- [+] after stealing from shop, call more() to allow for god messages
- [+] problem - vampires shouldn't ALWAYS be flying.
- [+] any race with 'f_flying' should have f_canwill fly as well.
Use naturalflight on race instead.
- [+] call touch() on your weapon every turn? (ie. for red-hot ,
undead, etc)
- [+] CRASH right after a cockatrice stoned my wolf.
- [+] lf->flags = NULL
- [+] lf->race = corrupt.
- [+] because i'm calling die() from withing stone() from within
timeeffectsflags()
- [+] more rare potions - too many exp potions at the moment.
- [+] don't show dt resistances in io.c if you're immune
- [+] more orcs
- [+] make ork better
- [+] grey orc
- [+] invis
- [+] confuse
- [+] grand orc
- [+] blood orc
- [+] norc
- [+] smitegood, darkness
- [+] more goblins
- [+] froglin (blowguns, jump)
- [+] dusur (sand goblin)
- [+] throw salt to blind
- [+] go through walls (passwall)
- [+] tunnel downards (dig)
- [+] blowguns
- [+] more veryrare food to dilute 4leaf clover
- [+] curadough - filling, fullheal, lower metab
- [+] psitruffle - give temp xp/skill boost.
- [+] bug: two adjacent corpses, one catches on fire
- [+] fire keeps going between them
- [+] fix: fires don't burn out if there are adjacent fires with
MORE hp - must be >, not >=. (they remain at 1hp)
- [+] when fires spread, they get all their hp back.
- [+] flaming objects don't expire if there is a fire object on top
of them
- [+] random alignments on monsters not working!!!
- [+] test with lizardman.
- [+] dispaly of skills not working......
- [+] we get:
- [+] At Novice level: xxxxxxxxxxx
- [+] : yyyyyyyyyyyyyyy
- [+] should be:
- [+] At Novice level: xxxxxxxxxxx
- [+] : yyyyyyyyyyyyyyy
- [+] makedesc_skill ok.
- [+] it's when we print it from getchoicestr!
- [+] ie. wrapprint()
- [+] if strlen(word) == 0, print a " "
- [+] kind of words... but now i'm getting twice the amount of
spaces
- [+] make readuntil_real which remembers the amount of
delimeters seen
- [+] if number of delims is > 1, then print them all.
- [+] warn if you're good and attacking something helpless
- [+] 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?
- [+] 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
- [+] extra suffix text.
- [+] use two lines for each entry.
- [+] have to use modified version of wrapprint for this.
- [+] wrapprint needs a "wrapped_lines_indent_amt" option.
- [+] this should give exactly 24 lines.
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()
- [+] f_damagegroundobs v0=dam, v1=damtype
- [+] add a similar thing ice wraith (they cause cold damage)
- [+] psionic spells: baffle and disorient too similar? make one a
lower level ?
- [+] make disorient face them away from you!
- [+] ekrub shouldn't get angry for crushing glass underfoot
- [+] OR... warn before you do this if you worship ekrub
- [+] don't drip water while inside a wall (ie. ethereal)
- [+] don't show "[tried on xxx]" for objects in store inventories!
- [+] make "i bestow a gift" msg change depending on god
- [+] potion of etherealness spell disappating twice?
- [+] ie. stopspell being called twice.
- [+] spell effect now chacks for existing noncorporealness
- [+] different god msg if they are angered but still pleased
- [+] "don't do that again!"
- [+] "ahem!"
- [+] "i won't tolerate further transgressions"
- [+] etc
- [+] io.c not showing that druid is vegetarian.
- [+] show this only if ilfetime != FROMRACE
- [+] don't show it otherwise, since it's a racial trait.
- [+] change hasflag_real to have "int lifetimeexception"
- [+] same with:
- [+] VEGERATIRNA
- [+] CARNIVORE
- [+] PARTVEGETARIAN
- [+] F_SIZE??
- [+] VISRANGEMOD
- [+] stickstosnakes - make this not affect the CASTER's equiped
weapon, but it doesnt affect weapons of others.
- [+] implemment
- [+] make spell description describe this.
- [+] make safebox not be stealable
- [+] 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!
- [+] bug: getvaulttype causes infinite loop if none found.
- [+] flameburst from klikirak offer shouldn't incrase piety further.
- [+] fireball / flame pillar spell: mark that the player created the
fire
- [+] ... so that when it damages otehr objects, damge caomes form
the playerh
- [+] make shieldbash stun effect last longer
- [+] Klikirak- male,fire and destruction
- [+] appears as a fire elemental?
- [+] abilities
- [+] create fire underneath
- [+] retaliate with fire
- [+] burning touch
- [+] canwill all fire spells
- [+] sacrifice
- [+] anything flammable
- [+] added effect: cast flame burst
- [+] pray:
- [+] set all nearby objects on fire
- [+] unfreeze weapons
- [+] hurt monsters with fire spells
- [+] gift:
- [+] fire resist / immunity
- [+] pyromania on weapon
- [+] fire magic
- [+] angry (minor):
- [+] blast with small fire
- [+] angry (major)
- [+] blast you with fire (and surround you)
- [+] likes
- [+] burning objects (sparking flammable, throwing objects
onto fire)
- [+] casting fire spells
- [+] killing with fire
- [+] dislikes
- [+] casting cold spells
- [+] causing cold damage
- [+] creating anything (create monster / wish / create food)
- [+] what is the difference between "purity" and "life" ?
- [+] purity: get rid of curses, bad objects, bad food, remove bad
statuses
- [+] mercy: "undo" mistakes, avoid instakills
- [+] life: healing, raise from dead, protection
- [+] life goddess - glorana
- [+] appearance:
- [+] glowing white light
- [+] abilities
- [+] cast all life spells
- [+] regenerates hp very fast
- [+] objects
- [+] none
- [+] likes
- [+] destroying undead
- [+] using life magic
- [+] healing (as per yumi)
- [+] dislikes
- [+] necromancy spells
- [+] attacking peaceful lfs
- [+] pray
- [+] healing
- [+] restore mp
- [+] protection spell
- [+] gift
- [+] regeneration
- [+] firstaid skill
- [+] life magic skill / spellbooks
- [+] increase max hp
- [+] angry(minor)
- [+] life magic fails
- [+] slow natural healing rate
- [+] angry(major)
- [+] no healing
- [+] reduce max hp!
- [+] sacrifice
- [+] healing potions
- [+] restoration potions
- [+] bandages
- [+] food
- [+] protection spell:
- [+] divine armour
- [+] blocks on a certain amount of damage.
- [+] all damage goes to it! (NOT like psychic armour which just
increases AR)
- [+] NOT an ongoing spell.
- [+] ai: if you have a weapon of xxx slaying, use it when appropriate.
(getbestweapon)
- [+] amberon - change abilities to be more focused on removing bad
status effects
- [+] amberon gifts you with potions of restoration
- [+] felix is now god of thievery and vengeance.
- [+] felix now gives your weapon f_revenge.
- [+] it is because makelitradius is calling setlosdirty. and when
you do setlosdirty(player), it redraws!
- [+] solution: disable all redraws during calclight(), then
afterward reenable them!!
- [+] found two maps. read the first one. now reading the second one
doesn't identify it (make because isknown is now true!)
- [+] plants still being counted as "helpless"
- [+] combine all save data into 1 file
- [+] gamesave.dat
- [+] mapxxx.dat
- [+] regions.dat
- [+] rename elf to "Selnor"
- [+] make food poisoning last longer!
- [+] bug: pet starting in water
- [+] ability to pay at shops using gems? but no change.
- [+] implement
- [+] require speech skill at a certain level (novice)
- [+] reveal attack location for unseen attacks
- [+] bug: poisonbolt spell shouldn't cause fire damage to objects!
- [+] return to your original form after dying when polymorphed, but
just retain SOME hp
- [+] new spell: shapeshift
- [+] like polymorph but only affects yourself and always controlled
- [+] you have to pick something you can see
- [+] spell power determiens hitdice you can copy
- [+] purify food now works on all your objects, not just one
- [+] Nature god(farming, creation)
- [+] Ekrub
- [+] doesn't like wyrms because they destroy things?
- [+] objects
- [+] has a pitchfork vs dragons
- [+] longbow of xxx
- [+] sun hat
- [+] overalls
- [+] gloves
- [+] effects:
- [+] canwill all nature spells
- [+] likes
- [+] killing animals (but only while hungry)
- [+] killing dragons
- [+] casting nature spells
- [+] creating objects or lfs (wish, monsters, food)
- [+] dislikes:
- [+] destroying objects
- [+] attackob()
- [+] throwing a flask which shatters
- [+] crush objects underfoot
- [+] via non-nature spells...?
- [+] poison
- [+] attacking plants
- [+] casting poison spells (same with other antipoison gods!)
- [+] sacrifice:
- [+] animal corpses
- [+] dragon corpses
- [+] pray:
- [+] battle:
- [+] will come to your aid against wyrms
- [+] OTHERWISE:
- [+] entangle enemies
- [+] lightning
- [+] summon plants to help you
- [+] nonbattle:
- [+] purify food on player
- [+] THEN one of the following:
- [+] cure poison
- [+] fix hunger or give food
- [+] heal
- [+] give ammo (if ranged weapon equipped and out of ammo)
- [+] give it.
- [+] make it "of seeking" (ie. always hits)
- [+] mend armour
- [+] bless armour
- [+] gifts
- [+] ability: calm animals, power 10
- [+] can shapeshift into a bear
- [+] resist poison
- [+] resist cold
- [+] ranged weapon
- [+] magic ammo for ranged weapons
- [+] angry (minor)
- [+] no nature spells work while god is angry ?
- [+] taint your food and any food you touch
- [+] summons entangling vines around you
- [+] angry (major)
- [+] one of:
- [+] cloudkill
- [+] summon storm
- [+] surround you with sawgrass
- [+] when announcing new ability/spell gains, show spell power, and
allow override of lower power ones.
- [+] make "lessen gravity" also let you hold more. 15kg per power
level.
- [+] fix broken autoshortcut()
- [+] calmanimals now awards gives 25% xp (druids get 50%)
- [+] show "tried on xxx]" for scrolls.
- [+] char *knowledge_t->triedon
- [+] update maketried()
- [+] update getobname()
- [+] potion of grow/shrink should only be temporary
- [+] sizetimer v0 = newsize, v1=timeleft
- [+] bug: blessed scroll of id not being destroyed after reading it
- [+] option: autopickup_used_missiles
- [+] give everyone 1 free object drop/pickup per turn. after that
it takes time.
- [+] add the option
- [+] add f_usedplayermissile to objects before firing them.
- [+] if you walk onto an object with f_usedplayermissile
- [+] AND autopickup_used_missiles is set
- [+] ...then pick it up.
- [+] ...and remove the flag.
- [+] cooked food shouldn't "completely rot away"
- [+] fire l6: meteor - large version of fireball
- [+] burning feet
- [+] evaporate should be a fire spell too.
- [+] more gods should remove curse for you.
- [+] eyebats shouldn't sleep
- [+] make hecta's prayers even more powerful.
- [+] fix bug in bjorn's truestrike effect
- [+] bjorn should un-dull weapons
- [+] fix buggy supply closet definitions - was getting 1-5 of same
object rather than 1-5 different ones
- [+] restrict potion of growth to lower levels.
- [+] change method of determining how much you can carry.
- [+] change initial modification spell to 'enlarge object'
- [+] enlarge object
- [+] door -> seals with surroundings
- [+] rock -> boulder
- [+] sword -> greatsword
- [+] buckler -> next size shield
- [+] bag -> next size bag
- [+] or should this be a different spell?
- [+] immolate
- [+] if a successful unarmed attack, lf catches on fire.
- [+] wizard isn't weilding staff. are fists better?
- [+] freezing touch shouldn't work on dragonwood
- [+] fix bug preventing vision when meditating
- [+] auto shortcuts
- [+] wizards: pri/sec spells are 1/2
- [+] cook: lowest shortcut left.
- [+] statbar not being updated when i drink potion of magic.
- [+] warn that flying will stop mapping.
- [+] bjorn gifts should only be ones which you are skilled in!
- [+] add 'appropriate'
- [+] then apply to god.c
- [+] warn if you pick up poison stuff and you god doesn't like it
- [+] "I hope you're not planning on using that/those...."
- [+] superheat - throw potion like a grenade
- [+] retain items on polymorph if new race has f_nopack or nobodypart
for equipped stuff
- [+] move obs to lf->polypack
- [+] save this!
- [+] fix bugs with remembering/restoring stats on polyrevert.
- [+] scroll of permenance should make conferred attribute changes
permenant
- [+] change strength damage mod to be range -2 to 2 (instead of a
percentage)
- [+] corrected poison/methane gas difference.
- [+] hecta gift: necromancy books
- [+] damagecell()
- [+] make rock walls turn to rubble ("50-100 stones")
- [+] change to lore skill: incrase damage by a fixed amount, not a
percentage.
- [+] felix effect: evaulation (identify obs)
- [+] god piety should never change once thy are ignoring you.
- [+] shields should protect against crit hits
- [+] hecta no longer gives unholy water?
- [+] I'm able to use OT_A_SHIELDBASH with 0 stamina.
- [+] CRASH during loading
- [+] fixed
- [+] ...but check for more....
- [+] quaff potion of fury - "you're too tired to do that right now"
- [+] player was being prompted for locaiton when monster tried to wear
a bandage.
- [+] closing iron gates is making them opaque.
- [+] only add blocksview if the objectTYPE has it.
- [+] fountains of experience not drying up.
- [+] looking for tracks on stairs. never finding any!!
- [+] shop descriptions not working anymore.
- [+] left hand got destroyed by explosion.
- [+] i then wore a ring... and it went on "left finger"!
- [+] all spell effects should cease just before death.
- [+] crystal shield/armour shouldn't call wear() but rather just set
f_equipped directly.
- [+] bedrooms/kitchens should have tiled or carpet floors?
- [+] tiled = less stability (especially with water!!)
- [+] carpet = more stability
- [+] fire skeleton
- [+] firebug
- [+] ice wraith
- [+] winter wolf
- [+] skoob (snowman)
- [+] crymidia can cast crystal spells
- [+] blastbug
- [+] bilco - casts flood at itself.
- [+] rubber-like things
- [+] slug
- [+] snail
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
effective.
- [+] get "hide" at novice level
- [+] at beginner level, you can move while hiding. ( but if
someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
"a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection. gives AR.
- [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
- [+] this means that we now gain 6 stat points every 3 levels
rather than 5, but they can be spread out.
- [+] rogue modifications
- [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
- [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
- [+] needs a "boostafter" param.
- [+] ie.
- [+] needs at least ATTREQ agility to USE it.
- [+] if you are less than this, start applying penalty.
- [+] v2 = BOOSTAFTER level. (CHANGE)
- [+] if you are above this amount, start applying bonus.
- [+] text = scalepercent. (CHANGE)
- [+] adjust code
- [+] adjust defs
- [+] explain in io.c
- [+] test
- [+] new felix pray effect: invisibiltity
- [+] pay to repair. 3 gold per hp. then modify total by speech.
- [+] "splash of water" shouldn't stop you from running. at the moment
when your boots are wet you can never run because you keep
dropping water!
- [+] make delvers vuln to light
- [+] reduce potion of growth rarity
- [+] make resist poison skillcheck difficulty harder.
- [+] make holycircle/pentagram detect cursed/blessed items too
- [+] "your %s feels warm/cold"
- [+] spear shoudl have f_rodshaped
- [+] light not blinding creatures for long enough
- [+] The area is lit by a magical light! The skeleton is blinded!
The skeleton turns to flee from you! The skeleton can see
again.
(forgot its name))
- [+] INFINITE LOOP during linkexit() on sewer map.
- [+] cursed scroll of light wasn't updating view properly...
- [+] when you use a tunnel, don't say "you walk down the staircase"
- [+] use mandatory value of f_climbable text="tunnel" or
"staircase" etc
- [+] ice sprite ? (because it's water based)
- [+] sawgrass
- [+] change how repair works
- [+] always repair to 100%
- [+] skill determiens lowest hp percentage at which you can still
repair it
- [+] helper obs lower rather than increase cutoffpct
- [+] felix should take all gold and gems when you die.
- [+] reduce javelin weight
- [+] felix should accept gems as sacrifice too.
- [+] don't show "nothing happens" when felix casts reveal hidden.
- [+] when checking if an object will block a door from closing, use
the same code as when checking whether a lf is too big.
- [+] The sound of a voice: "Braaaains... awakens you!
- [+] Missing the last quote!
- [+] check firearm reloading times (F_RELOADTURNS)
- [+] add option: "automatically relaod empty firearms"
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
- [+] 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
need to delete all the map flags we added.
- [+] in fix_reachability, never create corridors on the perimeter of
the map.
- [+] realmofgods should be a fixed vault. like stomach. no exits.
- [+] bug: addmosnter() not setting lf->born when autogen = false
- [+] bug: monsters trying to pick up objects with f_nopickup
- [+] gods shouldn't flee after stealing.
- [+] regenerating troll corpses!
- [+] F_REVIVETIMER v0 = cur v1 = max. if v0 = v1, change object
to race v2.
- [+] + troll corpses do NOT decay.
- [+] worm stomach now uses tag:stomach rather than f_vaultisstomach
- [+] fire sprite should drop corpse AND fire
--This linee and those below, will be ignored--
M nexus.c
M attack.c
M text.c
M objects.c
M vault.c
M lf.c
M data.c
M map.c
M spell.c
M defs.h
M ai.c
M vaults/stomach1.vlt
- [+] 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.
- [+] only show map name if it is IDENTIFIED, not just known.
- [+] don't allow jumping onto impassable object
- [+] food doesn't rot if it's on ice
- [+] rename fly to gnat
- [+] 'reflection' mod for shields
- [+] bounces thrown objects stuff back
- [+] 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
- [+] You walk down the staircase...
ERROR - can't find opposite end of stairs/portal!
- [+] You walk down the staircase... ERROR - unlinked stairs!
- [+] This is related to the fact that all the staircases came from
Jimbo's vault
- [+] For some reason we're not linking them when they come for ma
vault!!!
- [+] "joining unliked stairs" section not working???
- [+] it calls getstairdestination, but this DOESNT call
linkstairs!
- [+] maby: call autolink everytime i add stairs ? or only do
this during createvault ?
- [+] automatically remove useless doors (ie. ones where all adjacent
walkable cells are in the same room)
- [+] in fix_reachability i'm drawing a corridor through vault/room
walls. <- probably this one.
- [+] don't allow auto reachability to enter rooms through the
wrong side wall.
- [+] TEST during regular playtests, see if maps look better.
- [+] quality on doors.
- [+] sturdy / plain / shoddy doors. this impacts the hp
- [+] stone doors (solid / plain /crumbling)
- [+] metal ( reinforced / plain / rusty)
- [+] only show this if perception >= beginner
- [+] dungeon shapes
- [+] new cell attribute - locked.
- [+] calcroompos can't make rooms on locked cells.
- [+] normal
- [+] cross
- [+] circle
- [+] turret
- [+] - premask out blocked cells before generation!
- [+] minion code - if leader dies,
- [+] minions drop morale
- [+] and might either immediately flee
- [+] need lastdamlf
- [+] if wisdom >= gtaverage, automatically turn off lamps when you go
to sleep
- [+] "scratch"/"gnaw" etc should be based on actual damage hp amount,
not percentage.
- [+] change getattackverb()
- [+] 1-2
- [+] 3-6
- [+] 8-12
- [+] 12-18
- [+] 18+
- [+] shop objects should start with all flags known.
- [+] allow usage of godstones without id'ing them first. this will id
them.
- [+] weapon/armour shop should resize armour for you for a cost.
- [+] chanelling bonus
- [+] novice
- [+] tell you when wand is low on charges (0-3)
- [+] beginner
- [+] let you determine exact remaining charges in wands once
it is == 1!
- [+] adept
- [+] let you determine exact remaining charges in wands once
it is <= 3!
- [+] skilled:
- [+] let you determine exact remaining charges in wands once
it is <= 6!
- [+] master
- [+] lets you always see full amount of want charges.
- [+] lets you convert your mp into wand charges? "imbue item"