Changes between Initial Version and Version 1 of ToDo


Ignore:
Timestamp:
01/09/14 04:30:34 (6 years ago)
Author:
nckmccnnll
Comment:

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Legend:

Unmodified
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  • ToDo

    v1 v1  
     1=== angband === 
     2 * possibly improve illumination in caverns 
     3 * work on creating more dense/connected/twisty levels 
     4 * add monster towns 
     5 * add graveyards/libraries/weapon rooms/alchemy rooms/etc 
     6 * add sub-caverns/sub-labyrinths to default gen 
     7 * write new level gen: 
     8   * generate minerals/walls first 
     9   * add streams/lakes 
     10   * add cavern sections (w/ relevant monsters) 
     11   * carve rooms/passages (w/ relevant monsters/items) 
     12   * random mutations 
     13   * stairs 
     14 
     15 * add new floor types (e.g. water, dirt, grass?) 
     16 * add new wall types (e.g. dirt, ice, trees?) 
     17 * add different kinds of stairs (and/or portals?) 
     18 * add flavor items 
     19 * make mushrooms better 
     20 * add more food types 
     21 * make monsers eat food (maybe just carried food) 
     22 * make more monsters pick stuff up 
     23 * add back in junk items 
     24 
     25 * use more correct distance algorithm 
     26 * option to limit range/sight (a la FA) 
     27 
     28 * anti-scumming/difficulty 
     29   * remove townfolk gold drops 
     30   * try out store refresh on lvl up 
     31   * try out no-refresh stores 
     32   * try out 0.1% fail on potions/scrolls/spells/etc 
     33   * stunning/0-energy when falling through trap-door? 
     34   * no first-move on deep descent/TL? 
     35   * try out banishment with MP instead of HP (for spell) 
     36   * increase artifact rarity (try x2) 
     37   * maybe vary monster power a bit more? 
     38  
     39 * remove ?rune-of-protection (+ mage spell) 
     40 * remove alter reality 
     41 * remove curse weapon/armor 
     42 * remove satisfy hunger (scroll + spell) 
     43 * remove gorged 
     44 * try removing scroll/rod of treasure detection 
     45 * auto ID at clvl 40 
     46 
     47 * unified use command 
     48 * remove some useless commands (need list here) 
     49 * change spell UI to combine cast/gain 
     50 * numeric info mode 
     51 
     52 * improved throwing 
     53   * better break percentages 
     54   * (somewhat) better outcomes 
     55   * possible criticals 
     56 
     57 * rename elf -> wood elf 
     58 * rebalance races 
     59   * tone down dunadan (wis/con) 
     60   * make high elves less physical 
     61   * make wood elves more physical 
     62   * rationalize elf weapon bonuses 
     63   * separate bow/xbow/throw bonuses 
     64   * make searching make more sense 
     65   * rebalance infravision 
     66   * try to make races more unique 
     67 
     68 * allow unequipped items to affect player state 
     69   * e.g. blanket of inventory protection 
     70   * e.g. stone of lore (items drop id'd) 
     71   * e.g. try different one ring mechanic 
     72   * e.g. more interesting curses 
     73   * e.g. items that affect drops and levelgen 
     74 
     75 * dungeon mapping effect? 
     76  
     77 * add more "auto-id" powers: 
     78   * scrolls (high elves?) 
     79   * potions (wood elves?) 
     80 
     81 * windows port 
     82   * optimize flicker performance (esp on windows) 
     83 
     84 * cocoa port 
     85   * try to fix subwindow scaling issues 
     86   * get documentation building 
     87   * hook into buildbot 
     88   * add solid walls 
     89   * get flicker working 
     90 
     91 * gcu port 
     92   * fix solid walls 
     93  
     94 * sdl port 
     95   * fix some annoying UI issues (e.g. misclicked OK button) 
     96   * make the font interface sane 
     97   * get TTF fonts working better 
     98 
     99 * gtk port 
     100   * exterminate, exterminate 
     101 
     102 * port independent option for solid wals 
     103 
     104 * buildbot 
     105   * try to get archive name/version stuff working better 
     106 
     107 * curses 
     108   * remove heavy curses and *remove curse* 
     109   * make credible attempt to incorporate (or steal from) FA curses 
     110   * or just remove curses? 
     111   * or build own thing? 
     112   * ideally, have weapons that improve when you accomplish goal 
     113 
     114 * town 
     115   * make townfolk more interesting (more random/neutral?) 
     116   * add graveyard (with tombstones -- requires tombstone terrain feature) 
     117   * some kind of mathom house 
     118   * make temple more useful again 
     119 
     120 * player ghosts!?!? 
     121 
     122 * monster territories (could apply to e.g. town graveyard if we had zombies there at night)