From 27f630ff07cac1cfbc0d1ccfc6ec2243c5e31bf8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ki=C3=ABd=20Llaentenn?= Date: Fri, 10 May 2024 10:52:46 -0400 Subject: [PATCH] TODO: update --- TODO | 1393 +++++++++++++++++++++-------------------------------- todo-mini | 38 +- 2 files changed, 569 insertions(+), 862 deletions(-) diff --git a/TODO b/TODO index 0ebcf9ba..b2880c7a 100644 --- a/TODO +++ b/TODO @@ -79,31 +79,6 @@ x sulfur fiend x x Hasten Rot: makes a corpse emit a cloud of miasma, destroying the corpse in the process. Miasma causes nausea. x Summon Ball Lightning: conjures a ball lightning mobs. - - -- fiend of vapours - - CANCELED: abilities just aren't that impressive, and would fit - better in Garrison on some other minor spellcaster. - - - - "A strange winged figure, cloaked in dirty rags. It is holding a - sceptre." - - Aura of Dispersal: resistably blinks all affected mobs away (range: - 2). Used to remove surrounding enemies. - - Dispel Cloud: removes all smoke clouds in caster's LOS. Used to - remove gas obscuring enemy. - - Dispel Fumes: removes harmful fumes near allies. - - Meat Offering: creates a vile protector from a corpse, using it up in - the process. Vile protector redirects damage done to allies to itself. - Vile protector is fairly tanky (15 HP) but immobile; shielding ends if - the dustlings/allies move out of its LOS. - - Windlash: moderate damage, smite-targeted. - - "The vapour fiend waves its arms around in wide circles!" - - "The air whirls around and strikes you!" - - "The air twists around and strikes you!" - - "The air twists itself inside-out and smites you!!" - - Vunerable to fire, resistant to electricity. - - Relatively fragile (12 HP) and slow (110). - x vapour mage - Airblast: knockback foe (5 - distance_from_mage) spaces - Haste dustling @@ -138,11 +113,6 @@ x frozen fiend - Appears in pairs guarding doorways of rooms in the Crypt. - Chance to prevent passage of intruders. -- operator - - "Activates" spire, allowing attacks without other present allies. (Range: 1) - - "Repairs" spire, healing them completely. (Range: 1) - - "Reprograms" spire, reseting any player commands. (Range: 1) - x lightning spire - Like dcss' lightning spire. Hurls powerful bolts of electricity. - rFire+ rElec+ Armor=30% rFume∞ rPois∞ @@ -249,14 +219,6 @@ x brimstone mage - Avoids melee. - Travels with packs of emberlings -- blood mage (IN DESIGN) - - Toned-down pain spell that heals nearby bloodlings - - Can make a corpse explode in a wave of blood - - Can create 3-4 bloodlings from a corpse -- bloodlings (IN DESIGN) - - Slow - - Heals when traveling over blood-stained ground - x sparklings - Attacks that do electric damage - Spell: blinkbolt @@ -271,7 +233,7 @@ x lightning mage - Can haste sparklings - Keeps distance -- slinking terror +x slinking terror - creeps near walls, refuses to move while being watched - very fast, attacks nearby enemies - fearless, tanky @@ -287,24 +249,6 @@ x lightning mage - "You feel like something is watching you." - "You feel uneasy." (just before cat charges) - Is neutral to guards, alone among night creatures. -- night wanderer - - "An invisible Presence that stalks the dungeon, clothed in suffocating Darkness." - - neutral/non-combatant, wanders around at night without doing anything. - - aura of paralysis? (i.e. paralyses mobs that can see it, for effect?) -- grue - - 20% chance to acquires .Burning when in contact with light - - competent melee brute - - seeks out and attacks enemies during night - - requirement: target is in dark area, and is surrounded in darkness - - requirement: target must be alone. - - requirement: target must be reachable without going into light areas - - after killing, stands over corpse (unless enemy approaches, in which case it flees). -- ??? - - Slow, moderately tanky. - - Attacks: occasional push attack, otherwise 1-2 damage. - - Emits slowing gas. When player is too close to monster, will become too - slow to get away. - - Like that alien thingy in that horror-themed 7drl. x spectre mage x Spectral Sword: summons four spectral swords, which are very fast but @@ -327,50 +271,30 @@ x death mage x Haste: give .Fast to nearby undead ally. x Heal: Uses up a corpse to restore 90% of lost health for nearby undead ally. x Prefers to keep distance. -- beastmaster - - Slow (120) and heavily armored, but just a simple club. - - Releases chained allies (dogs, hounds, wolves) in same room when - seeing hostile. - - Goads beasts on, possibly giving them .Enraged status - sleeping beauty - "A hideous statue of some nameless creature, covered in metal plates." - Sleeps, when hit with electric damage, activates. - rElec+75% rFume∞ rFire∞ + - (from notes:) Deploys emberlings + - (from notes:) Workshop room: + - Alchemist diary + - Wheels, steel pipes, welding setup + - SB frame (what's that?) x mellaent - kerejat-like nuisance - noncombatant -- tentacling - - "A horrible twisted abomination, writhing and fidgeting uncontrollably. It - has retained its intelligence despite the countless decades of experiments - practiced on it. - - Monster with twenty tentacles, like DCSS tile for ugly things - - Faster than player. - - Ranged attack: throws boulders at player (i.e., DCSS' cyclops). - - Melee attack: knock player across room to get more ranged hits. - - Usually tries to attack ranged, but may occasionally rush across room - and throw player around just for the heck of it. -- revealer - - Casts glowing (will-checked). - - Uncommon. Found in Vaults, Crypt, higher Prison. x bloat - Bloated, very slow (150/200), 18 HP - When wounded, bursts forth miasma. - Analagous to TGGW's zombie. - Can see in the dark. -- predator - - 10 HP, fast, no armor - - Vicious bite (3 dmg); may cause bleeding effect if it's added - - May be found chained w/ beastmasters -x destroyer - - Armored executioner, w/ more HP + more evade% + more melee% - - Found instead of executioners above Caverns x sentinel - 12 HP. Armored, sword-wielding version of guard x cinder worm - Fire attacks, Prm burning - vomit fire: set surroundings of fire - Sometimes found as neutral prisoners -- cinder brute +x cinder brute - Just plain fire attacks, Prm burning - Hurls fireballs? - Sometimes found as neutral prisoners @@ -383,36 +307,6 @@ x war olg but this one has been trained for war. - Three pairs of legs/hands. - Fast regeneration (0.5 per turn) -- grey skuth - - Basically a war-trained jackrabbit. - - Joke monster. Hilariously weak creature that some bored alchemist trained - for war. - - 1 HP, 30% evade, 50% melee -- lava flans - - Lava-dwelling monsters. - - 6 HP, normal speed. - - Conjures lava orbs (i.e. buffed fire orbs) -- new monsters - - hydra-like monster, multiple attacks per turn - - Hurls bolts of paralysing dust (same as DCSS' catoblepas). - - - -Intelligence ------------- -- Levels: mindless, moron, animal, human, genius -- Stupid ( → m......@ → .m....@. → ..m..@.. → ...m@... - ........ ........ ........ ........ - i.e.: wait, move three spaces in the same direction towards enemy, ending - adjacent to enemy. - automatic attack that doesn't miss, and knocks opponent back three spaces, - dealing extra damage if they slam into a wall or another mob. Noisy. - -x pin: ... ... .... - .m. → attack → .m@ → attack m → .m.@ - .@. ... .... - gives foe .Held status for 5 turns, just enough to set up a charge. - -x cntrattack: retreat, attack, retreat, attack, retreat. - Gives you the .Fast status for 4 turns. - -- drive-by: ... ... ..@ - .m. → .m@ → attack m → .m. - ..@ ... ... - free attack that doesn't miss, evade += 10% for two turns - -- partng shot: .m.. .m.. - .m@. → attack from top to bottom → .m.@ - .m.. .m.. - i.e.: attack three foes consectively, where the first and third are both - adjacent to the second, then step away. - gives a 20% speed boost for five turns, and increases evade by +10%. - -- rampage: .m.m. .m.m. - ..... → ..@.. → attack NW → attack NE - ..@.. ..... - i.e.: move adjacent to two enemies, attack both consecutively. - - - Rings ----- -Rings have "tiers" instead of an enchantment level (gold, silver, iron). - x ring of concentration: [holy] Increase willpower by a factor of 2, at the cost of melee%, evade%, and slowness. @@ -579,13 +422,11 @@ x ring of concentration: [holy] Increase willpower by a factor of 2, at the - ring of distortion: (alt) Bends space around player, granting +20% evade and -20% melee. -- ring of obscuration: Grants "invisible" status, drains 1 MP for each enemy +x 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 undead?) - - Maybe MP drain only occurs if player fails will-check? (Maybe ring could - have Will-3) - ring of ____________: Grants enemy on conductive terrain "gathering charge" status, causing them to take damage each turn they stand on that terrain @@ -630,109 +471,42 @@ x ring of deception: [anti-Holy] undead mistake you for ally unless non-undead - cannot be used while corrupt and target must be undead, doesn't affect non-undead -- ring of distortion: bend space, blinking away all mobs in 3-5 tile radius of - player. Blinks player as well. All affected mobs, including player, have - health reduced by 10%. - - ring of conscription: raise the corpse the player stands on at the end of the pattern to fight, giving it impressive tankiness and stat boosts (but slowness?). -- ring of devastation: hurl beus lance, halving foe's health and causing 3-6 - knockback. - -- ring of fear: confer fear on a single enemy. - x ring of magnetization: cause knockback of all nearby foes onto a single foe. Like Gell's Gravitas in DCSS. Knockbacked foes could possibly hit player, so player must plan accordingly. - Attack foe and move behind it. - .... .@.. .... - @m.. attack(m) .m.. .m@. attack(m) - .... .... .... x ring of insurrection: raise 3-7 nearby corpses to fight a specific mob, for 14-28 turns. Zombies are completely blind and won't fight any other monster unless attacked. - - Move on both sides of foe, then move back. - ..... .@... ..... ..... ..... - @M... wait .M... @M... .M... @M... - ..... ..... ..... .@... ..... x ring of electrification: Electrocute all mobs on one side. - Attack mob, move one tile backwards into corridor (ie with walls on the other two sides of your character), wait, attack forwards - ##..... ##..... - ##.m... ##m.... - ..@M... attack(M) .@M.... wait attack(M) - ##.m... ##m.... - ##..... ##..... x ring of teleportation: Zap an enemy, then teleport to where the zap ended (i.e. Blinkbolt spell). - - Attack, move away, move in adjacent cardinal direction, move again in same - direction, attack any enemy. - ..... ..... ..... ..... - m@... .m@.. ..m.. ..... - ..... attack(m) ..... ...@. ...m. attack(any) - ..... ..... ..... ...@. x ring of damnation: create a fire explosion on all tiles containing foes. - Move towards a wall, wait, attack in the opposite direction. - .m... ..... - ..@.. ..m.. - ..... ...@. wait, attack(m) - ...## ...## x ring of electrocution: Electrocute tiles in four corners next to player. - Attack in a cardinal direction, move in opposite direction, move perpendicular, attack again - m... .... .... - @... attack m... m... attack - .... @... .@.. - x Iron: 2 damage. - - Silver: 3 damage. - - Gold: 4 damage. x ring of cremation: Makes all adjacent foes temporarily vulnerable to fire, and creates ring of flames in all adjacent squares. - Move all around mob in four turns (w/o attacking or resting). - ..... ..... ..... ..@.. - ..m@. attack ..m.. .@m.. ..m.. - ..... ..@.. ..... ..... - - Silver: create ring of flames in 2-tile radius. - - Gold: create ring of flames in 3-tile radius. x ring of extermination: fire bolt of fire in direction. - Move forward against guard, move right/left, move forward - .... .... .... .... - @.m. .@m. ..m. ..m. - .... .... .@.. ..@. - ring of ignition: Summon orbs of lava (a la DCSS' Foxfire). - Move in zig-zag direction away from mob. - ..... ..... ...... ...... ...... - m@... m.... m..@.. m..... m....@ - ..... ..@.. ...... ....@. ...... - -~ ring of debilitation: -10-30% melee, -10-30% missile - - Obsolete: covered by potions of debilitation, seizure traps - -~ ring of intimidation: confer stun/fear to mob when moving towards it, while - enraging all other monsters in FOV. - - Cancelled: overlaps with !intimidation and effect isn't good enough. - -~ ring of propulsion: knockback two foes next to you 5-9 spaces. - - Attack two enemies in opposite directions, move in cardinal direction, - move back, wait. - - Canceled: effect is too similar to charging - ..... ..... ..... - ..... ..... ..... - .1@2. attack(1) attack(2) .1.2. .1@2. wait - ..... ..@.. ..... - ..... ..... ..... - -- ring of encumberation (gold only): melee,missile=100%, evade=0% Other ideas: - Passively allows player to know if they're still being pursued. @@ -776,53 +550,6 @@ manuals - idea: book of torment -> 25% bloodlust -Materials (v = vial, s = stone, g = gem, o = ore/metal) ---------- -g vaand -g chlorovese -g chlus -g caus -g magenus -g silus Silicate, composes fire-proof cloaks. -g beus Yellow-white crystal, like mese in Minetest. Composes crystal statues. -o magonium -o sylvium -o magalt -o vibonium -v tanus Extracted from talonium. -v slade Extracted from sulon. -v pholenine Extracted from phosire. -v chloroforon -v hyine Extracted from hyalt. -v quagenine Extracted from quaese. -v flouine -v cataline Extracted from catasine. -v phytin Extracted from phybro. -s talonium Ore of tanus. -s sulon Ore of slade. -s phosire Ore of pholenine. -s hyalt Ore of hyine. -s quaese Ore of quagenine. -s catasine Ore of cataline. -s phybro Ore of phytin. -s dobalene Makes up the walls of LAB. -s nebro Like slade in Dwarf Fortress -- extremely heavy. - Supposed to be associated with demonic powers. -s vangenite Makes up the walls of machinery in LAB. Glows dimly. -s bolyvese -s orthire Uranium. Nuclear reactors are referred to as - "Orthire Furnaces". -s maron - - -Headaches ---------- -- Prevent usage of all (or nearly all) evocables/rings (inability to focus). -- Cure: potion of ibuprofenication (10% chance of "heartburn" aka 1-2 dmg) -- Possible source: monster that shoots beams of migraine-inducing energy -- Possible source: aura of microwave radiation (havana sickness? hah) - - Threat countermeasures ---------------------- General: @@ -832,7 +559,7 @@ x Patrols looking around even more 180 Specific: - Sentry spires placed in important rooms(s) 80 - Reinforcements dispatched, tracking player normally 200, 300, 400, ... -- Hunter squad sent out (escorted if deadly) 400, 500, 600, ... +x Hunter squad sent out (escorted if deadly) 400, 500, 600, ... Unknown: x Watcher dispatched to rooms 100, 300, 500 @@ -850,535 +577,16 @@ x Unknown threats should only rise for 30 turns in a row (before guards assume x UNLESS incident_count > 10, then it continues rising indefinitely -Roadmap -======= -x Basic prefabs -x Allow for definition of a 'start' prefab -x Allow for placement of player in a location -x Allow for placement of specific item in a location -x Add exit staircase that exits game -x Add screen/confirmation for winning -x Add screen/confirmation for death -x Add potion struct, define some potions -x Throw some potions around during mapgen -x Allow picking up of potions -x Add dialog to view inventory -x Add dialog to use item in inventory (quaff potions) -x Add dialog to throw potion at mob -x Define armor struct, use on mobs and player -x Define melee weapon struct and dagger/spear, use on mobs and player -x Add the Openworld -x Allow stacking in inventory -x Add ranged weaponry -x Alternative weapons, weapon swapping -x Revamp sound system -x Fix message-displaying bugs -x Add basic power supply to vaults -x Create misc evocable items -x Create eldritch lantern evocable -x Create warning horn for Warden -x Create Warden, add to vaults, adjust mob ratio there -x Make executioner slower to move around -x Add treatures to Vaults - x Create gold item/prop - x Add armour and weapons (only ones that are useless to player) -x Add ability to present confirm/dialog boxes -* Add confirm boxes when: - - Going to move into hostile's FOV - x Going to move into a trap or stairs - - Going to start running -x Show messages the normal way (i.e., top-to-bottom) -x Add morgue-file generation -x Show morgue to player on death/win -x Implement basic explosions (with wizard functionality) -x Add potion of decimation -x Add bomb-making evocables -x Rework and implement some items stuff - x Increase size of inventory - x Redo weapons/armor for player - x robe, gambeson armor, leather armor, chain mail, scale mail - x knife, dagger, stiletto, rapier, estoc(?) - x Introduce speed/dexterity penalties for armor - x Remove swords, replace with maces - x Place evocables, potions, weapons, armor around dungeon - x Place item "stockpiles" in PRI and VLT; remove some PRI subrooms to make place for it - x Add messages when player finds evocable, recharging station, potion, or stairs -x Add recharging stations (and ensure they can't recharge mine kits!) -x Revamp confuse; add "daze" status - x Fix: add mob to enemy list when they stab, and 90% chance to daze enemy (unless undead) -x Modify player starting environment - x Starting messages ("You have just escaped...", "Probably pick up those item...") - x Add some potions for player to use in starting area + weapon + armor -x Add malfunctioning machines - x explosivity, electrocutivity - x hammer evocable, player breaking machines - x iron spike evocable, jamming doors - x Engineers that repair machines/walls -x Implement cloaks - x Add resistances - x cloak of fur, silicon, velvet, thorns - x Give engineers a cloak of fur -x Add fire system - x potions of incineration -x Stair overhaul - x Move stairs into walls, give different Brogue-like look - x Organize branches and their levels; add stairs to them - x Place stairs as far away from other stairs as possible - x Add stair guardians to prevent stair-fleeing - x Remove regeneration for monsters and players - x Remove healing from ¡preservation; give ¡recuperation rMlee- - x Nerf poison and pain damage - x Merge poison and deceleration - x Fountains to drink from - x Apply "upgrade" and healing to player on ascension -x Add tougher monsters; balancing - x Make fleeing monsters tell allies of foe - x Flee effects (speed, enraged, shoving) - x Necromancers, burning brutes, frozen fiends, sulfur fiends - x Javelineers - x Add `Flanked` effect + UI element - x Add mana system - x Ancient mages, death mages and skeletal warrior squads - x Place monsters in various areas -x Balancing: fix mob placement (more on dangerous floors, less otherwise) -x Add fungi, plants, terrain -x Add basic (non-ring-based) movement patterns: charge, lunge, counterattack. -x More items, item features - x Weapon and armor effects - x Weapon coatings/dipping -x Noise revamp -x LOS/lighting revamp - x Nerf player's LOS, buf enemies' LOS - x Change lighting algorithm - x Remove partial lighting? - x Show walls as always lit? -x Fix/reimplement item-choosing screen -x Fix/reimplement tile-choosing screen -x Revamp input prompts -x Informational screens - x eXamine screen - x Remove 'r' key, revamp recharging station appearance(?) - x Remove hammer evocable, allow always breaking machines/props - x Subscreens - x Player info "@"/"c" screen - x Poster description screen - x Inventory screen - x Remove 't' key, remove 'a' key for items -x Show information characters next to mob in enemy pane -x Condense UI -x Revisit and revamp SMI mapgen, SMI → CAV -x Additional CAV monsters: - x spectre mages, spectral swords - x dustlings - x convults, vapour mages - x mellaents -x Cleanup machines - x Message if player moves over activatable machine -x Upgrade to Zig v9 - x Remove usage of usingnamespace - x Petition khuxkm/ben for update - x Remove utils.saturating_sub - x Fix "*mem.Allocator" params -x Ring of Lightning -x Rename VLT back to REC/QRT or something - x Bedroom prefabs -x Runes and scoring -x Fix morgue file generation -*** v1.0.0 release *** -x Condense UI even more (3 columns for stats, put turncount on level str, etc) -x Show items, notable machines on info pane -x Consumable reworking + kit refactoring -x More evocables: copper ingot, coal, red-hot poker -x More kits and traps: fire, shock, incineration, knockback -x Ring changes/additions/simplifications: - x Refactor pattern checks - x More ring types (fire, etc); at least 8 - x Overhaul usage/UI - x Random ring drops, equipping/deequipping rings - x Remove ring statuses - ~ MP costs for rings? -x Fix trtr chambers; add more of them -x Iron, lightning, torpor, and calcite spires -x Bone weapons, corruption effects -x More potions - x Potion of debilitation, traps of seizure gas - x Potion of irritation, traps of blinding gas - x Potion of illumination - x Potion of intimidation - x Potion of leavenation -x Add barrel of water -x New monsters - x War olgs, cinder worms, destroyers - x Ember, brimstone, spark, lightning mage bands - x Emberling/sparkling summoning trap kits - x Warriors, recruits (for treasure vaults) - x Hunter and stalkers - x Stalker station - x Thrashing sculptor - ~ [canceled] Fiend of vapours -x Copper weapons and copper spires/battery packs, copper hornets -x Treasure vaults - x Marble vault - x Iron vault - x Golden vault - x Tavern vault -x Fix pushing past monsters -x Remove bad mechanics: - x remove boring `Flanked' mechanic - x get rid of broken tiles - x remove malfunctioning machines - x locked doors: bump to knock down - x remove jammed doors, iron spikes -x Level progression overhaul - x Load level info, stairs from data/levelinfo.tsv - x Make CAV optional, extra Prison level to compensate (for now) -x Auxiliary items -x UI - x 'M'essages screen - x Loading screen and art - x Features/items screen, remove announcement of items -x WASM support, or at least SDL2 support for Windows -x Write rest of docs/manual - x Status reference - x Tutorial -x Playtest game throughout, especially CAV and make adjustments -*** v2.0.0 release *** -x Shrine maps - x Tunneling mapgen - x Basic tunneling - x Rooms - x Normal rooms - x Side/"inset" rooms - x Junctions - x Remove dead corridors & such - x Candles - x Prefabs/encounters - x Animations - x Short-term effects - x Long-term effects - x Hulkers - x Pathfinding - x Melee + fighting - x Animations - x Corpses - x UI: sidebar - x Gravitate-to-player AI - x Individuals: - x Writhing hulks - x Swollen hulks - x Thundering hulks - x Symbol of Torment - x Effects - x Description - x Prefab + mapgen integration - x Animation - x First map + specialized content - x Second map + specialized content - x Prefab stairs to SIN - - Revenge squad events in following maps (maybe postpone for later?) (POSTPONED) -x Potion of distraction - x Effect - x Description - - AI modification to revert to investigating on hearing a loud sound - x Animation -x Animations (w/ particle engine) - x Paralysing zap - x Fire bolts - x Flammabilification - x Fry - x Pain AoE effect - x Regular explosions - x Fire explosions - x Walls disintegrating (for Lair map) - x Electricity blasts -x Night creatures - x Font: add Cyrillic characters - x Night creature enclaves - x Reputation mechanics - x Doors to enclaves - x Individual night creatures - x Spectral totem - x Slinking terror - x Night reaper - x Grue - x Night Creature features - x AI: Hunting down treacherous player - x AI: Periodically visiting another lair - x Rings - x ring of conjuration - x ring of excision - x Night-creature-themed items - x Shadow weapons - x Shadow Mace (Insanity) - x Shadow Sword (Mass Paralysis) - x Shadow Maul (Multiplicity) - x Descriptions for weapons - x Conjuration stat - x Spectral Orbs - x (100) Augment [w]: 1/2 nearby walls disintegrating into single blade - x ( 50) Augment [F]: rFire +25%/+50% - x (100) Augment [E]: rElec +25%/+50% - x ( 50) Augment [u]: When undead dies in LOS, additional volley spawns near it. - x (100) Augment [m]: Each blade gets 75% melee instead of 50%. - x ( 50) Augment [v]: Each blade gets 25% evasion instead of 0%. - x Armor, cloaks, aux items - x Fuming vest - x Shadow hauberk, shadow mail, shadow brigandine, shadow shield - x Ethereal shield - x Spectral mail, spectral crown, cloak of spectres -x Golden stuff - x Golden equipment - x Potion of absorption - x Mini-shrines - x Potential stat - x Draining mobs (dead) - x Draining mobs (alive) - x Draining rings -x New rings - x ring of concentration - x ring of obscuration - x ring of condemnation - x ring of transformation - x ring of detonation - x ring of deception -x New potions - x potion of remediation (cure disorient/nausea/pain) [recipe: recuperate] - x potion of vision (cure blindness) - x potion of perception (extra vision, ringing ears) [recipe: vision] -x Fold evocables into consumables -x UI - x Menu to invoke patterns (via SPACE) - x Map dynamic popups/annotations - x Label: aquirement/disaquirement of a status effect - x Label: new items or dungeon features in view - x Escape menu - ~ Status/mob/item description lookup screen - x Keybinding help "?" screen - x About screen (or just in log area?) - 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 -x Corpse-related mechanics - x Enemies alerted of player if finding recently-killed corpse w/ player nearby - x Patrols and guards report corpses - x Cleaners clean area - ~ Haulers move corpse to side of room - x Coroner comes, examines corpse, & registers threat - x Fix: don't spawn corpses when removing enemies near staircases -x Laboratory/Workshop rework - x New mapgen - ~ Enh. sparklings in upper levels - ~ Dep: capacitors (and possibly Wiring levels) - ~ Dep: UI labels to effectively communicate when next discharge is - ~ "discharge 5..." "discharge 4..." "discharge 3...", etc. - x Emberling garrisons - ~ Prefab: Flamethrower prop/evocable stockpiles - x New Alchemist AI -x Warn when stepping into enemy's FOV -x Auto-wait: don't wait while in combat -x Revamp messages for recieving/losing status -*** 3.0.0 release *** -- Change statue's FOV -- Armor coatings - - Potion of absorption: +15% Potential, -1 Will - - Potion of fortification: +1 Will, -25% Potential (found in holy place) - - Incompat: absorption - - Potion of anti-corrosion: +25% rAcid (found only in special prefab?) - - Recipe: paralysation(?) - - Potion of anti-combustion: +25% rFire - - Multiple coating + incompatibilities -- Lava and Water rework - - Rework as terrain - - Lava -> Glowing water -- Caverns rework - - Alchemist + dustling analyzer prefabs - - Dustling machines -- Mapgen features - - Guards in cubbyholes (both corridors and rooms) - - Diagonal cubbyholes - - "Siderooms" - x PRI: prisons and cages - - PRI and QRT: misc machinery (boilers, water pipes) - x LAB: misc machinery, cages of constructs and animals -- More "Living Dungeon" content - x Patrols report areas that need cleaning - - Haulers periodically bring prisoners food/alcohol rations - - Cleaners occasionally go over prison cell - - Guards drag new prisoners to replace ones which died - - Occasionally: mapgen schedules prisoner to be placed instead of placing one - - Executioners periodically demolish a prisoner (new dialog!) -- Add "character" to game - - Names for all goblin/human monsters - - Named statues - - Fluff prefabs - - Washroom - - Boiler room - - Trophy room - - Bathroom - - Caverns: dustling workshop (paralyzed dustlings inside scanning machine) - - Laboratory: insane & paralysed prisoners inside scanning machine - - Laboratory: alchemist bending over workbench, with barrels of glycerin, - nitric acid, and sulfuric acid and a pile of potions of decimation - nearby. -- Simplification: instead of having attack AI for stalker, have them actually - transform into sparklings when hunter captain dies" -- Analyse mob and loot distribution and tweak weights -- Basalt monsters (-fiends, -mages, -lings)? - - Plus: ability that confers status on player that causes Living Stone to - continually spawn around player -- Consider adding more ugrades - - Hit% bonus, martial bonus (is that infringing on books too much?) - - Additional patterns (leap, counterattack, ...) -- Warn when next to spreading gas and resting -- Rework monster spells to be more positional in nature - - Pain (range-limited AoE effect?) - - Various resurrection spells (limited range?) - - Paralysing zap (directional bolt only) - - Fry (Cardinal directional bolt only) -- Night Creatures, part two - - Creeping Death - - Inject venom spell - - Dijkstra vision - - Stalking enemy AI - - Infestation abilities - - Cherbs, actual spell - - Winged terrors - - Ring of Infestation - - Exterminator specialists - - Alignment map/mechanics - - Map design + cloak of the night - - NC dropping map/key - - Props on map for effect - - Animation (need particle engine[DONE]) - - Demolisher specialists - - Additional spectral orb augments - - (100) Augment [s]: Will-checked survival when against opposing blades - - ( 50) Augment [d]: 10%/20% chance to die when no hostiles, instead of instantly. - - ( 10) Augment [x]: Blades spawn immobile and explode (elec) on death. - - ( 10) Augment [i]: Blades spawn immobile, but get +1 HP and 100% Melee. - - (100) Augment [k]: Each blade gets +1 Spikes and -25% Melee. - - (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 - - Escape menu - - List of visited/unvisited floors - - Examine mode - - refactoring - - Ability to view info on gas/terrain/wall/floor - - Basic mouse support - x Tooltips for UI labels - ~ Tooltips/explanations for individual messages? - - Click on tile to move/attack/interact - - Right-click for examine/info - 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 -- Basic speeches by mobs -- Rework gases - x Remove usage of floats entirely - - Quantize all gas dissipation rates into VSLOW, SLOW, MED, FAST, VFAST, etc - - SIMD where possible -x Squad overhaul -- Mob repositioning AI - - AI to move out of dangerous tiles (gas/terrain) - - AI to move out of reach of enemy, if mob has reaching weapon and is faster - - AI to move onto advantageous terrain -- BUG: If player wears Equ that grants status X, then get hits with Tmp status - 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. -- eXamine screen: - - Show last remembered items on out-of-sight tiles - - Show floor spattering, floor material, gas -- Scoring -- Basic save system, replaying of saves, scoresheet uploading -~ Capacitor mechanic - ~ Basic capacitor, charging, discharging - ~ Capacitor expansion slots - ~ Wiring floors - ~ map generation -~ Air purifiers -~ Implement intelligence -- Vaults - - Marble room reworks - x New prefabs - - Pure gold cloak prefab - - Tactic rooms - - Combat dummies - - Shooting targets, skeletal arbalist - x Armory room - - Anti-night-creature variant - - Potion of extermination - - Potion of illumination buf - - Dobalene rooms -- Crypt floor - x Modify level data and spawn files - - New monsters: - - Vile protector - - Tormenters - - Hornblende statues - - Schalenblende statues(?) - - Pitchblende statues - - Garrison inset prefabs - - -1/Crypt/3 prefab -- Rework -1/Prison to -1/Hub - - Exiting staircase to "outside" on top - - Doorway to Crypt on bottom side - - Entry points and (unavailable) staircase to "0/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 (rare) [recipe: disorient] - - Revgenuhelkim - - Acid claws - - Digging abilities - - Quicklime Brutes - - Acid bolt spell - - Acid bolt animation - - Burning Brutes - - Digging abilities - - Reworked burnt offering spell(?) - - Make multitile - - Add ground triggers to multitile code - - Cinder Brutes - - Renaming - - Unsure if any other changes needed - - -1/Prison invasion event - - 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 -- Add bookshelves and book types - - Maps - - Books that grant an ability - - Misc useless books - Animations ========== - Event animations: x Basic combat animations x Throwing items x lightning bolt, blinkbolt - - Bolts of fire + x Bolts of fire x Knockback x Fire explosion - - Electricity explosion + x Electricity explosion x Normal explosion x Hostile noticing you x Picking up items @@ -1406,12 +614,6 @@ x Show vision "energies" on FOV x Make lighting system affect stealth/FOV ~ Make raycasting use bounding box instead of slower trigonometry method? -Temperature -=========== -x Add temperature matrix, tickTemperature(); make magma emit heat -x Integrate with lighting system (make hot tiles emit light) -x Update tickTemperature() to work with material's specific heat - Room features/Mapgen: ===================== - Allow close prefabs @@ -1457,17 +659,10 @@ x Different types of power generators for different maps: x PRI: normal power plant x CAV: turbines (geothermal) x LAB: nuclear power plant -- Allow multi-width corridors (aka hallways) -- Prisoners chained up to the wall in PRI -- Preserved corpses lined up along walls in PRI? - - Can be animated by angry necromancers. -- Useless items in various locations: - - Potted mushrooms - - chairs/tables - - artwork -- Useless food items in barrels: - - mangosteins, (dried) mushrooms, dried meat, slime molds, bread, dried fish, dried salamander - - kombucha, alcohol (should use some made-up names, in gobbo language) +x Prisoners chained up to the wall in PRI +- Living Dungeon: useless items in various locations + - Lab offices: potted mushrooms, artwork + - Lab + Workshop corridors: named (ordinary) statues Morgue files ============ @@ -1491,28 +686,11 @@ x Allow mobs to shuffle past each other in corridors x Ensure that laborers don't leave to investigate noises x Ensure that the EnemyRecord counter is only decremented if the pursuer can see the last spot where the hostile was seen -- Move off of tile if that tile has dangerous gas -- Go into rage when encountering corpse of allied mob -- "Scan" room when encountering blood spattering x Make watchers smack intruders when they can't run -- Mobs that throw potions of light at hostiles that are in areas too dark for - them to see x Fleeing mobs and mobs that have just spotted an enemy "tell" nearby allies about the hostile x Define what undead are somewhere (combat bonuses, stat increases, miasma emissions, etc) -- Add rat+food system - - Farmers and vending machines fill food stockpiles - - Mobs go to stockpile, grab food, and eat - - Mobs spatter crumbs on the floor - - Rats, hiding in dark corners, emerge and eat/clean crumbs - - Rats come to lick up blood and feast on corpses as well - - Guards chase down rats and viciously kill them - - Guards jumping around chasing rats creates another threat to player (guard - may not be where the player last saw them!) - - Or, if the above is too much, we'll add some harmless cats to kill rats. - - Rats "spawn" in some way - - etc ~ Make cleaners/engineers remove nets shot out by sentinels x Revamp squad AI. x Add morale system for each mob, affected by: @@ -1529,11 +707,15 @@ x Add morale system for each mob, affected by: - Dialog x Would provide excuse for .Enraged status implementation. - Enemies that suicide when cornered and about to die. -x Reaching weapon effects for beastmasters and patrols -- Make sentinels and javelineers pickup projectiles they've thrown -- Add orbs of destruction spell for ancient mages -- Ancient mage: give range limit to "summon enemy" spell (don't forget - to display that in spell info pane) +x Patrols report areas that need cleaning +- Living dungeon: haulers occasionally bring prisoners food/alcohol rations +- Living dungeon: cleaners occasionally go over prison cell +- Living dungeon: guards drag new prisoners to replace ones which died + - Occasionally: mapgen schedules prisoner to be placed instead of placing one +- Living dungeon: executioners periodically demolish a prisoner (new dialog!) +- Living dungeon: dead coroners ensure next coroner is escorted +- Living dungeon: spires leave tangled metal behind instead of no corpse + - Engineers/haulers fix/replace dead spires User Interface ============== @@ -1603,7 +785,6 @@ Message pane x On using ring - On mob refusing to swap with player - On enemy turning to flee - - On enemy noticing player x On recieving a status (Confuse, Daze, etc) x On seeing a mob cast a spell x On dodging by enemy or player @@ -1618,7 +799,7 @@ x Attack messages should be nice and descriptive ("You skewer the goblin!") x Even more descriptive! ("The troll smashes you like an overripe mango!!") ~ Put some messages on same line as previous. x Unify messages when using ring abilities -- Append "*Stab*" to attack messages as appropriate +x Append "*Stab*" to attack messages as appropriate Fixes ===== @@ -1791,6 +972,12 @@ x Put actual loot in chests + plus new TGGW-like interace for containers - "cannon kit" (CAV): creates permanent cannon on use (see below). 1 charge. - "lightning rod" (LAB): severely damages all mobs without rElec in FOV. - Note: implement electricity damage propagation for this. +- Headaches + - Prevent usage of all (or nearly all) evocables/rings (inability to focus). + - Cure: potion of ibuprofenication (10% chance of "heartburn" aka 1-2 dmg) + - Possible source: monster that shoots beams of migraine-inducing energy + - Possible source: aura of microwave radiation (havana sickness? hah) + Optimizations ============= @@ -1841,3 +1028,517 @@ x Ensure that distance() treats diagonal moves as more expensive than cardinal m - Full tests for all Coord.* methods - Full tests for all Rect.* methods - Full tests for all Direction.* methods + +Roadmap +======= +x Basic prefabs +x Allow for definition of a 'start' prefab +x Allow for placement of player in a location +x Allow for placement of specific item in a location +x Add exit staircase that exits game +x Add screen/confirmation for winning +x Add screen/confirmation for death +x Add potion struct, define some potions +x Throw some potions around during mapgen +x Allow picking up of potions +x Add dialog to view inventory +x Add dialog to use item in inventory (quaff potions) +x Add dialog to throw potion at mob +x Define armor struct, use on mobs and player +x Define melee weapon struct and dagger/spear, use on mobs and player +x Add the Openworld +x Allow stacking in inventory +x Add ranged weaponry +x Alternative weapons, weapon swapping +x Revamp sound system +x Fix message-displaying bugs +x Add basic power supply to vaults +x Create misc evocable items +x Create eldritch lantern evocable +x Create warning horn for Warden +x Create Warden, add to vaults, adjust mob ratio there +x Make executioner slower to move around +x Add treatures to Vaults + x Create gold item/prop + x Add armour and weapons (only ones that are useless to player) +x Add ability to present confirm/dialog boxes +* Add confirm boxes when: + - Going to move into hostile's FOV + x Going to move into a trap or stairs + - Going to start running +x Show messages the normal way (i.e., top-to-bottom) +x Add morgue-file generation +x Show morgue to player on death/win +x Implement basic explosions (with wizard functionality) +x Add potion of decimation +x Add bomb-making evocables +x Rework and implement some items stuff + x Increase size of inventory + x Redo weapons/armor for player + x robe, gambeson armor, leather armor, chain mail, scale mail + x knife, dagger, stiletto, rapier, estoc(?) + x Introduce speed/dexterity penalties for armor + x Remove swords, replace with maces + x Place evocables, potions, weapons, armor around dungeon + x Place item "stockpiles" in PRI and VLT; remove some PRI subrooms to make place for it + x Add messages when player finds evocable, recharging station, potion, or stairs +x Add recharging stations (and ensure they can't recharge mine kits!) +x Revamp confuse; add "daze" status + x Fix: add mob to enemy list when they stab, and 90% chance to daze enemy (unless undead) +x Modify player starting environment + x Starting messages ("You have just escaped...", "Probably pick up those item...") + x Add some potions for player to use in starting area + weapon + armor +x Add malfunctioning machines + x explosivity, electrocutivity + x hammer evocable, player breaking machines + x iron spike evocable, jamming doors + x Engineers that repair machines/walls +x Implement cloaks + x Add resistances + x cloak of fur, silicon, velvet, thorns + x Give engineers a cloak of fur +x Add fire system + x potions of incineration +x Stair overhaul + x Move stairs into walls, give different Brogue-like look + x Organize branches and their levels; add stairs to them + x Place stairs as far away from other stairs as possible + x Add stair guardians to prevent stair-fleeing + x Remove regeneration for monsters and players + x Remove healing from ¡preservation; give ¡recuperation rMlee- + x Nerf poison and pain damage + x Merge poison and deceleration + x Fountains to drink from + x Apply "upgrade" and healing to player on ascension +x Add tougher monsters; balancing + x Make fleeing monsters tell allies of foe + x Flee effects (speed, enraged, shoving) + x Necromancers, burning brutes, frozen fiends, sulfur fiends + x Javelineers + x Add `Flanked` effect + UI element + x Add mana system + x Ancient mages, death mages and skeletal warrior squads + x Place monsters in various areas +x Balancing: fix mob placement (more on dangerous floors, less otherwise) +x Add fungi, plants, terrain +x Add basic (non-ring-based) movement patterns: charge, lunge, counterattack. +x More items, item features + x Weapon and armor effects + x Weapon coatings/dipping +x Noise revamp +x LOS/lighting revamp + x Nerf player's LOS, buf enemies' LOS + x Change lighting algorithm + x Remove partial lighting? + x Show walls as always lit? +x Fix/reimplement item-choosing screen +x Fix/reimplement tile-choosing screen +x Revamp input prompts +x Informational screens + x eXamine screen + x Remove 'r' key, revamp recharging station appearance(?) + x Remove hammer evocable, allow always breaking machines/props + x Subscreens + x Player info "@"/"c" screen + x Poster description screen + x Inventory screen + x Remove 't' key, remove 'a' key for items +x Show information characters next to mob in enemy pane +x Condense UI +x Revisit and revamp SMI mapgen, SMI → CAV +x Additional CAV monsters: + x spectre mages, spectral swords + x dustlings + x convults, vapour mages + x mellaents +x Cleanup machines + x Message if player moves over activatable machine +x Upgrade to Zig v9 + x Remove usage of usingnamespace + x Petition khuxkm/ben for update + x Remove utils.saturating_sub + x Fix "*mem.Allocator" params +x Ring of Lightning +x Rename VLT back to REC/QRT or something + x Bedroom prefabs +x Runes and scoring +x Fix morgue file generation +*** v1.0.0 release *** +x Condense UI even more (3 columns for stats, put turncount on level str, etc) +x Show items, notable machines on info pane +x Consumable reworking + kit refactoring +x More evocables: copper ingot, coal, red-hot poker +x More kits and traps: fire, shock, incineration, knockback +x Ring changes/additions/simplifications: + x Refactor pattern checks + x More ring types (fire, etc); at least 8 + x Overhaul usage/UI + x Random ring drops, equipping/deequipping rings + x Remove ring statuses + ~ MP costs for rings? +x Fix trtr chambers; add more of them +x Iron, lightning, torpor, and calcite spires +x Bone weapons, corruption effects +x More potions + x Potion of debilitation, traps of seizure gas + x Potion of irritation, traps of blinding gas + x Potion of illumination + x Potion of intimidation + x Potion of leavenation +x Add barrel of water +x New monsters + x War olgs, cinder worms, destroyers + x Ember, brimstone, spark, lightning mage bands + x Emberling/sparkling summoning trap kits + x Warriors, recruits (for treasure vaults) + x Hunter and stalkers + x Stalker station + x Thrashing sculptor + ~ [canceled] Fiend of vapours +x Copper weapons and copper spires/battery packs, copper hornets +x Treasure vaults + x Marble vault + x Iron vault + x Golden vault + x Tavern vault +x Fix pushing past monsters +x Remove bad mechanics: + x remove boring `Flanked' mechanic + x get rid of broken tiles + x remove malfunctioning machines + x locked doors: bump to knock down + x remove jammed doors, iron spikes +x Level progression overhaul + x Load level info, stairs from data/levelinfo.tsv + x Make CAV optional, extra Prison level to compensate (for now) +x Auxiliary items +x Squad overhaul +x UI + x 'M'essages screen + x Loading screen and art + x Features/items screen, remove announcement of items +x WASM support, or at least SDL2 support for Windows +x Write rest of docs/manual + x Status reference + x Tutorial +x Playtest game throughout, especially CAV and make adjustments +*** v2.0.0 release *** +x Shrine maps + x Tunneling mapgen + x Basic tunneling + x Rooms + x Normal rooms + x Side/"inset" rooms + x Junctions + x Remove dead corridors & such + x Candles + x Prefabs/encounters + x Animations + x Short-term effects + x Long-term effects + x Hulkers + x Pathfinding + x Melee + fighting + x Animations + x Corpses + x UI: sidebar + x Gravitate-to-player AI + x Individuals: + x Writhing hulks + x Swollen hulks + x Thundering hulks + x Symbol of Torment + x Effects + x Description + x Prefab + mapgen integration + x Animation + x First map + specialized content + x Second map + specialized content + x Prefab stairs to SIN + - Revenge squad events in following maps (maybe postpone for later?) (POSTPONED) +x Potion of distraction + x Effect + x Description + - AI modification to revert to investigating on hearing a loud sound + x Animation +x Animations (w/ particle engine) + x Paralysing zap + x Fire bolts + x Flammabilification + x Fry + x Pain AoE effect + x Regular explosions + x Fire explosions + x Walls disintegrating (for Lair map) + x Electricity blasts +x Night creatures + x Font: add Cyrillic characters + x Night creature enclaves + x Reputation mechanics + x Doors to enclaves + x Individual night creatures + x Spectral totem + x Slinking terror + x Night reaper + x Grue + x Night Creature features + x AI: Hunting down treacherous player + x AI: Periodically visiting another lair + x Rings + x ring of conjuration + x ring of excision + x Night-creature-themed items + x Shadow weapons + x Shadow Mace (Insanity) + x Shadow Sword (Mass Paralysis) + x Shadow Maul (Multiplicity) + x Descriptions for weapons + x Conjuration stat + x Spectral Orbs + x (100) Augment [w]: 1/2 nearby walls disintegrating into single blade + x ( 50) Augment [F]: rFire +25%/+50% + x (100) Augment [E]: rElec +25%/+50% + x ( 50) Augment [u]: When undead dies in LOS, additional volley spawns near it. + x (100) Augment [m]: Each blade gets 75% melee instead of 50%. + x ( 50) Augment [v]: Each blade gets 25% evasion instead of 0%. + x Armor, cloaks, aux items + x Fuming vest + x Shadow hauberk, shadow mail, shadow brigandine, shadow shield + x Ethereal shield + x Spectral mail, spectral crown, cloak of spectres +x Golden stuff + x Golden equipment + x Potion of absorption + x Mini-shrines + x Potential stat + x Draining mobs (dead) + x Draining mobs (alive) + x Draining rings +x New rings + x ring of concentration + x ring of obscuration + x ring of condemnation + x ring of transformation + x ring of detonation + x ring of deception +x New potions + x potion of remediation (cure disorient/nausea/pain) [recipe: recuperate] + x potion of vision (cure blindness) + x potion of perception (extra vision, ringing ears) [recipe: vision] +x Fold evocables into consumables +x UI + x Menu to invoke patterns (via SPACE) + x Map dynamic popups/annotations + x Label: aquirement/disaquirement of a status effect + x Label: new items or dungeon features in view + x Escape menu + ~ Status/mob/item description lookup screen + x Keybinding help "?" screen + x About screen (or just in log area?) + 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 +x Corpse-related mechanics + x Enemies alerted of player if finding recently-killed corpse w/ player nearby + x Patrols and guards report corpses + x Cleaners clean area + ~ Haulers move corpse to side of room + x Coroner comes, examines corpse, & registers threat + x Fix: don't spawn corpses when removing enemies near staircases +x Laboratory/Workshop rework + x New mapgen + ~ Enh. sparklings in upper levels + ~ Dep: capacitors (and possibly Wiring levels) + ~ Dep: UI labels to effectively communicate when next discharge is + ~ "discharge 5..." "discharge 4..." "discharge 3...", etc. + x Emberling garrisons + ~ Prefab: Flamethrower prop/evocable stockpiles + x New Alchemist AI +x Warn when stepping into enemy's FOV +x Auto-wait: don't wait while in combat +x Revamp messages for recieving/losing status +x Analyse mob and loot distribution and tweak weights +*** 3.0.0 release *** +x UI + x Examine mode + x refactoring + x Basic mouse support + x Right-click for examine/info + x Tooltips for UI labels + ~ Tooltips/explanations for individual messages? + x Click on message pane for 'M' screen + x Click on tabs in examine mode + x Click on items/buttons in inventory mode +x Vaults rework + x New marble room prefabs + x Armory rooms +- Fix shrine-blowup particle effect (rework, simplify and speedup) +- Change statue's FOV +- Lava and Water rework + - Rework as terrain + - Lava -> Glowing water +- Caverns rework + - Alchemist + dustling analyzer prefabs + - Dustling machines +- Living dungeon: execution sessions +- Living dungeon: spire cleanup +- Living dungeon: scheduled prisoner transport +- Add "character" to game + - Names for all goblin/human monsters + - Fluff prefabs + - Washroom: zinc tiles surrounding water pool (zinc bathtub), sinks, bucket + - Boiler room + - Trophy room: cave-goblin armor, weapons, ... + - Bathroom + - Caverns: dustling workshop (paralyzed dustlings inside scanning machine) + - Laboratory: insane & paralysed prisoners inside scanning machine + - Laboratory: alchemist bending over workbench, with barrels of glycerin, + nitric acid, and sulfuric acid and a pile of potions of decimation + nearby. + - Laboratory: insane & paralysed Revgenunkim inside holding cells + - Poster explains that alchemists are experimenting with signal strength + and repetition patterns to determine how to cause specific effects + - Various other statuses: disoriented, debil, fear, enraged + - Laboratory: insane & paralysed Revgenunkim (single) inside holding cell + - Pump puts healing gas inside cell, while overclocked + high-powered + transmitter damages Revgenunkim (only if >2 HP) + - Poster explaining research. +- Simplification: instead of having attack AI for stalker, have them actually + transform into sparklings when hunter captain dies" +- Basalt monsters (-fiends, -mages, -lings)? + - Plus: ability that confers status on player that causes Living Stone to + continually spawn around player +- Consider adding more ugrades + - Hit% bonus, martial bonus (is that infringing on books too much?) +- Warn when next to spreading gas and resting +- Rework monster spells to be more positional in nature + - Pain (range-limited AoE effect?) + - Various resurrection spells (limited range?) + - Paralysing zap (directional bolt only) + - Fry (Cardinal directional bolt only) +- Night Creatures, part two + - Creeping Death + - Inject venom spell + - Dijkstra vision + - Stalking enemy AI + - Infestation abilities + - Cherbs, actual spell + - Winged terrors + - Ring of Infestation + - Exterminator specialists + - Alignment map/mechanics + - Map design + cloak of the night + - NC dropping map/key + - Props on map for effect + - Animation (need particle engine[DONE]) + - Demolisher specialists + - Additional spectral orb augments + - (100) Augment [s]: Will-checked survival when against opposing blades + - ( 50) Augment [d]: 10%/20% chance to die when no hostiles, instead of instantly. + - ( 10) Augment [x]: Blades spawn immobile and explode (elec) on death. + - ( 10) Augment [i]: Blades spawn immobile, but get +1 HP and 100% Melee. + - (100) Augment [k]: Each blade gets +1 Spikes and -25% Melee. + - (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 + - Escape menu + - List of visited/unvisited floors + - Examine mode + - Ability to view info on gas/terrain/wall/floor + - Click on tile to move/attack/interact +- Basic speeches by mobs +- Rework gases + x Remove usage of floats entirely + - Quantize all gas dissipation rates into VSLOW, SLOW, MED, FAST, VFAST, etc + - SIMD where possible +- Mob repositioning AI + - AI to move out of dangerous tiles (gas/terrain) + - AI to move out of reach of enemy, if mob has reaching weapon and is faster + - AI to move onto advantageous terrain +- Scoring +- Scoresheet uploading (to where?) +- Basic save system, replaying of saves +- Vaults pt 2 + - Marble vaults: pure gold cloak prefab + - Marble vaults: tactic rooms, combat dummies, skeletal arbalists + - Armory room: anti-night-creature variant + - Potion of extermination + - See glow potion buf item below + - Dobalene rooms +- Crypt floor + x Modify level data and spawn files + - New monsters: + - Vile protector + - Tormenters + - Hornblende statues + - Schalenblende statues(?) + - Pitchblende statues + - Garrison inset prefabs + - -1/Crypt/3 prefab +- Rework -1/Prison to -1/Hub + - Exiting staircase to "outside" on top + - Doorway to Crypt on bottom side + - Entry points and (unavailable) staircase to "0/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 (rare) [recipe: disorient] + - Revgenuhelkim + - Acid claws + - Digging abilities + - Quicklime Brutes + - Acid bolt spell + - Acid bolt animation + - Burning Brutes + - Digging abilities + - Reworked burnt offering spell(?) + - Make multitile + - Add ground triggers to multitile code + - Cinder Brutes + - Renaming + - Unsure if any other changes needed + - -1/Prison invasion event + - 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 +- Make illumination/glow potions useful for raiding lairs + - Corona/glowing damages NC, causes fleeing if wounded + - Increased rarity + novel prefab for 7/ and 8/ + - Special, rare NC-blasting items in Shrine/Temple/Workshop +*** Untriaged/obsolete *** +- Add bookshelves and book types + - Maps + - Books that grant an ability + - Misc useless books +- Load colors from data file +- Armor coatings + - Potion of absorption: +15% Potential, -1 Will + - Potion of fortification: +1 Will, -25% Potential (found in holy place) + - Incompat: absorption + - Potion of anti-corrosion: +25% rAcid (found only in special prefab?) + - Recipe: paralysation(?) + - Potion of anti-combustion: +25% rFire + - Multiple coating + incompatibilities +- Mapgen features + - Guards in cubbyholes (both corridors and rooms) + - Diagonal cubbyholes + - "Siderooms" + x PRI: prisons and cages + - PRI and QRT: misc machinery (boilers, water pipes) + x LAB: misc machinery, cages of constructs and animals diff --git a/todo-mini b/todo-mini index e5fc7b36..5b64e68f 100644 --- a/todo-mini +++ b/todo-mini @@ -1,21 +1,16 @@ -- why don't mobs appear in prefabs (Lab) -- update alchemist description -- ring pickup bug (disappears when cancelling "replace this ring with what - ring?" dialog -- spires must look in direction of enemy!! - - repro: attack calcite spire while it's asleep -- don't show non-existent ring slots -- "spinning sword" -> "ethereal spin" -- balance excision ring -- lab shouldn't be so empty +triage: +- spires leave tangled metal prop (or themed corpse?) + - cleaners/engineers fix/replace it? + +- wrk shouldn't be so empty - more prefabs, more alarm traps, more enemies -- why are night creatures always investigating -- rounding issue in examine mode -- fix examine weapons pane - - see: dagger + - pressure plates have unknown effects (that aren't too deadly) + - turn on lights + - cause noises some distance away (clicking, grinding, etc) + - permanently open doors + - new shrine blowup effect -- "coffins" (find word from old-english etc) near rings -- if coroner dies, next coroners should be escorted +- "coffins" (find word from old-english etc) near rings? - don't store state in prefab list, everything should be in fab_records - usage data - for serialization @@ -57,3 +52,14 @@ Done - corruption effects - less dodge - no forget +- fix examine weapons pane +- balance excision ring + - "spinning sword" -> "ethereal spin" +- don't show non-existent ring slots +- spires must look in direction of enemy!! + - repro: attack calcite spire while it's asleep +- why are night creatures always investigating +- ring pickup bug (disappears when cancelling "replace this ring with what + ring?" dialog +- why don't mobs appear in prefabs (Lab) +- update alchemist, executioner description