From 0a25d8b93fed78efc02458ae27cef860f7c80418 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ki=C3=ABd=20Llaentenn?= Date: Mon, 28 Aug 2023 19:52:35 -0400 Subject: [PATCH] TODO: update --- TODO | 94 ++++++++++++++++++++++++++++-------------------------------- 1 file changed, 44 insertions(+), 50 deletions(-) diff --git a/TODO b/TODO index 584967e4..f0459b48 100644 --- a/TODO +++ b/TODO @@ -571,11 +571,12 @@ Rings have "tiers" instead of an enchantment level (gold, silver, iron). - ring of anticipation: +10% innate melee boost, will-checked chance to grant adjacent enemies `anticipated movements` status, giving them -15% evasion + - Problem: kinda boring, lots of these kinds of bufs already - ring of distortion: (alt) Bends space around player, granting +20% evade and -20% melee. -- ring of ____________: Grants "invisible" status, drains 1 MP for each enemy +- ring of obscuration: Grants "invisible" status, drains 1 MP for each enemy that can see player in exchange for them not noticing player. No MP drain when player can't be seen. 0 MP to start with. (Needs downside. Maybe doesn't work if player is directly adjacent, or player is corrupted and target is @@ -597,9 +598,9 @@ Rings have "tiers" instead of an enchantment level (gold, silver, iron). affect mobs with .Held. Creates puzzle-like gameplay. Damage could scale with some stat. -- ring of condemnation: instakill undead, at cost of 10 turns held. Ancient - Mage should have some kind of countermeasure (transform into something else? - explode into swarm of enemies?) +- ring of condemnation: [holy] instakill undead, at cost of 10 turns held. + Ancient Mage should have some kind of countermeasure (transform into + something else? explode into swarm of enemies?) - ring of infestation: Gives infestation status (mob-only), "night beatles" burst out of affected mob when status effect ends. Night beatles should only @@ -1130,13 +1131,18 @@ x Night creatures x Draining mobs (dead) x Draining mobs (alive) - New rings + - ring of distortion + - ring of obscuration + - ring of condemnation - ring of transformation - ring of detonation - ring of deception - ring of deconstruction - - ring of condemnation - - ring of infestation - - + - ring of fustigation +- New potions + - potion of remediation (cure disorient/nausea) [recipe: recuperate] + - potion of vision (cure blindness) + - potion of perception (extra vision, ringing ears) [recipe: vision] - Crypt floor x Modify level data and spawn files - New monsters: @@ -1147,14 +1153,20 @@ x Night creatures - Pitchblende statues - Garrison inset prefabs - -1/Crypt/3 prefab - - Staircase prefab on -1/Prison +- Rework -1/Prison + - Exiting staircase to "outside" on top + - Doorway to Crypt on bottom side + - Entry points and (unavailable) staircase to "Dining" in center + - If player tries to go up w/ center staircase, staircase gets + locked down, and guards start pouring out. i.e. challenge mode + - Prevents Revgenunkim invasion event? - Revgenuhelkim - Acid damage and resistance - 'slimy' status (knockback in direction of last move + rFire) - note for later: no rings, should be unique status - 1/10 chance of hitting wall when moving towards it (otherwise no hit) - barrels/pools of sludge - - potion of slimification (found rarely or by cooking disorient potions) + - potion of slimification (rare) [recipe: disorient] - Revgenuhelkim - Acid claws - Digging abilities @@ -1170,8 +1182,15 @@ x Night creatures - Renaming - Unsure if any other changes needed - -1/Prison invasion event - - Laboratory prefabs - - Carapace prefab + - Initial wave + - Additional invasion waves + - Initial counterattack + - Further counterattack waves + - Final counter attack with Archmagi + - Possible Night Creature counterattack event + - Possible Angel counterattack event + - Laboratory prefabs w/ caged monsters + - "Quarantine" map/area - UI x Menu to invoke patterns (via SPACE) x Map dynamic popups/annotations @@ -1179,16 +1198,16 @@ x Night creatures x Label: new items or dungeon features in view - Escape menu - List of visited/unvisited floors - - Status/mob/item description lookup screen + ~ Status/mob/item description lookup screen x Keybinding help "?" screen x About screen (or just in log area?) - - Popups explaining UI elements on hover - - Quick description for current level indicator - - Bars (health, corruption, sneak) - - Stats (resists, other stats near bars) - - Basic description - - Breakdown - - Status effects + x Popups explaining UI elements on hover + x Quick description for current level indicator + x Bars (health, corruption, sneak) + x Stats (resists, other stats near bars) + x Basic description + ~ Breakdown + ~ Status effects - Corpse-related mechanics x Enemies alerted of player if finding recently-killed corpse w/ player nearby x Patrols and guards report corpses @@ -1206,7 +1225,7 @@ x Night creatures ~ Dep: capacitors (and possibly Wiring levels) x Dep: UI labels to effectively communicate when next discharge is x "discharge 5..." "discharge 4..." "discharge 3...", etc. - - Emberling garrisons + x Emberling garrisons - Prefab: Flamethrower prop/evocable stockpiles x New Alchemist AI - Caverns rework @@ -1286,46 +1305,21 @@ x Revamp messages for recieving/losing status - (100) Augment [y]: Blade attacks cause insanity for 1 turn in vulnerable foes. - (100) Augment [f]: Blade attacks have minor chance to infest foe. - UI - - Popups explaining UI elements on hover - - Quick description for current level indicator - - Bars (health, corruption, sneak) - - Stats (resists, other stats near bars) - - Basic description - - Breakdown - - Status effects - Basic mouse support - - Tooltips for UI labels - - Tooltips/explanations for individual messages? + x Tooltips for UI labels + ~ Tooltips/explanations for individual messages? - Click on tile to move/attack/interact - Right-click for examine/info - - Click on message pane for 'M' screen + x Click on message pane for 'M' screen - Click on tabs in examine mode - Click on items/buttons in inventory mode - Load colors from data file - Multi-tile props: trees and braziers - Basic speeches by mobs - Rework gases - - Remove usage of floats entirely + x Remove usage of floats entirely - Quantize all gas dissipation rates into VSLOW, SLOW, MED, FAST, VFAST, etc - SIMD where possible -- The Revgenuhelkim - - Acid damage, resists, potions - - Digging mechanics for Revgen and Burning Brutes - - Monsters - - Revgenunkim - - Quicklime brutes (acid bolts) - - Burning brutes - - Cinder beasts - - Caged monsters in Lab - - Invasion of -1/Prison - - Initial wave - - Additional invasion waves - - Initial counterattack - - Further counterattack waves - - Final counter attack with Archmagi - - Possible Night Creature counterattack event - - Possible Angel counterattack event - - Carapace in Storage x Squad overhaul - Mob repositioning AI - AI to move out of dangerous tiles (gas/terrain) @@ -1336,7 +1330,7 @@ x Squad overhaul X, then removes that equipment, they won't have status even if the Tmp status should have replaced it. - FIX: store statuses in a vector. -- Implement intelligence +~ Implement intelligence - eXamine screen: - Show last remembered items on out-of-sight tiles - Show floor spattering, floor material, gas