wiki:ToDo

angband

  • possibly improve illumination in caverns
  • work on creating more dense/connected/twisty levels
  • add monster towns
  • add graveyards/libraries/weapon rooms/alchemy rooms/etc
  • add sub-caverns/sub-labyrinths to default gen
  • write new level gen:
    • generate minerals/walls first
    • add streams/lakes
    • add cavern sections (w/ relevant monsters)
    • carve rooms/passages (w/ relevant monsters/items)
    • random mutations
    • stairs
  • add new floor types (e.g. water, dirt, grass?)
  • add new wall types (e.g. dirt, ice, trees?)
  • add different kinds of stairs (and/or portals?)
  • add flavor items
  • make mushrooms better
  • add more food types
  • make monsers eat food (maybe just carried food)
  • make more monsters pick stuff up
  • add back in junk items
  • use more correct distance algorithm
  • option to limit range/sight (a la FA)
  • anti-scumming/difficulty
    • remove townfolk gold drops
    • try out store refresh on lvl up
    • try out no-refresh stores
    • try out 0.1% fail on potions/scrolls/spells/etc
    • stunning/0-energy when falling through trap-door?
    • no first-move on deep descent/TL?
    • try out banishment with MP instead of HP (for spell)
    • increase artifact rarity (try x2)
    • maybe vary monster power a bit more?

  • remove ?rune-of-protection (+ mage spell)
  • remove alter reality
  • remove curse weapon/armor
  • remove satisfy hunger (scroll + spell)
  • remove gorged
  • try removing scroll/rod of treasure detection
  • auto ID at clvl 40
  • unified use command
  • remove some useless commands (need list here)
  • change spell UI to combine cast/gain
  • numeric info mode
  • improved throwing
    • better break percentages
    • (somewhat) better outcomes
    • possible criticals
  • rename elf -> wood elf
  • rebalance races
    • tone down dunadan (wis/con)
    • make high elves less physical
    • make wood elves more physical
    • rationalize elf weapon bonuses
    • separate bow/xbow/throw bonuses
    • make searching make more sense
    • rebalance infravision
    • try to make races more unique
  • allow unequipped items to affect player state
    • e.g. blanket of inventory protection
    • e.g. stone of lore (items drop id'd)
    • e.g. try different one ring mechanic
    • e.g. more interesting curses
    • e.g. items that affect drops and levelgen
  • dungeon mapping effect?

  • add more "auto-id" powers:
    • scrolls (high elves?)
    • potions (wood elves?)
  • windows port
    • optimize flicker performance (esp on windows)
  • cocoa port
    • try to fix subwindow scaling issues
    • get documentation building
    • hook into buildbot
    • add solid walls
    • get flicker working
  • gcu port
    • fix solid walls

  • sdl port
    • fix some annoying UI issues (e.g. misclicked OK button)
    • make the font interface sane
    • get TTF fonts working better
  • gtk port
    • exterminate, exterminate
  • port independent option for solid wals
  • buildbot
    • try to get archive name/version stuff working better
  • curses
    • remove heavy curses and *remove curse*
    • make credible attempt to incorporate (or steal from) FA curses
    • or just remove curses?
    • or build own thing?
    • ideally, have weapons that improve when you accomplish goal
  • town
    • make townfolk more interesting (more random/neutral?)
    • add graveyard (with tombstones -- requires tombstone terrain feature)
    • some kind of mathom house
    • make temple more useful again
  • player ghosts!?!?
  • monster territories (could apply to e.g. town graveyard if we had zombies there at night)
Last modified 3 years ago Last modified on 01/09/14 04:30:34