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Old August 20, 2011, 03:50   #1
will_asher
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DAJ: My ideas are lost...

So I had a record of all the ideas, plans, and any other suggestions I was considering implementing in DaJAngband in a text file called DAJideas. And my computer went kuput and I didn't have that file backed up. I don't know why I didn't have it backed up on my flash drive, I guess I mistakenly thought I did. But now my record of all my DAJ plans are gone. ugh.

If anyone would like to help me compile a new idea record, go ahead and post your ideas for DAJ here, especially if you remember me saying that I liked that idea or I was planning on implementing it or something like it.
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Old August 20, 2011, 04:48   #2
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I'd like to see LoS trap detection (done right). There's been some discussion of it recently, not that I ever recall you expressing a specific interest in it. I also have about 600 other ideas if you're interested .

I suppose you've already reviewed your posts here on oook.
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Old August 20, 2011, 07:52   #3
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Actually, something like Ewert's LOS trap detection was one of the few things I remembered off hand that I had in my ideas file.
I haven't yet reviewed my posts here, but I will do that very soon (probably tomorrow) as I try to rebuild that file of ideas.
600 ideas is a bit much, but feel free to post your top ten if you feel like it.

Another plan I remember (because I'm already in the process of implementing it) is separating big and small piles of rubble. Small rubble will be like current DAJ rubble and most rubble will be small rubble. Big rubble will function more like rubble in V and will take the place of granite as entrances to those lesser vaults which are closed by granite (so they'll be easier to get in to without stone to mud).
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Old August 20, 2011, 21:17   #4
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Well I've gone through my subscibed threads (pretty much all the ones from the past two years on the topic of DaJAngband) and my other posts from the past year and from those rebuilt my ideas file as best I can for now. It's still a lot smaller than the original one was before I lost it. Here's most of what I have:

Other possible Major plans (soon):
- Have a separate function to decrease the sleep value of monsters. Many actions would call this function with a different value so that different actions would make different amounts of noise.
- consider this: I would even propose that we disallow groups in vaults, we enforce minimum levels in vaults, and we lower maximum group size to something like 15-16. (fizzix)
- percentile mana costs: Availability brought my mind an idea that I think could be worth thinking for spellcasters: percentile manacosts for certain spells. Banishments would always use near max mana, something like manabolts or similar that grow on strength with the caster use non-fixed portion of the mana etc. Their effectiveness would be determinated by the mana available, and not the level of the caster. (Timo Pietila)
- implement something like Ewert's LOS trap detection by searching & make magical trap detection much rarer.
- Have another look at adding terrain, since it appears to be easier than I thought it would be at first.
- implement x2 brands for elemental rings

Other possible minor plans (soon):
- display burden on (c)haracter screen as % rather than number of pounds.
- druid class should have some sort of taming or charm animal spell in a town book.

Other Major possible plans for later:
- Have certain types of monsters chase & attack certain other monsters
- Friendly/Helpful monsters. Taming spells.
- chose a stat to raise by 1 every certain about of levels (probably every 5 levels).
- feats on certain level gains
- I should probably have a status for the monster so the game knows whether it's underwater or not. Then I could make them much less vulnerable to range weapons while underwater.
- consider taking what V did with stat-drain: making it wear off on level gain and removing the stat-restore potions.

changes already made since the previous release:
- fixed BUG: "There's nothing to disarm there" when moving onto new terrain types with EASY_ALTER turned on.
- fixed BUG: grenades can get SLAY_ANIMAL ego, but it has no effect because grenades already get a x2 shards multiplier. -grenades of SLAY_ANIMAL now get a x2.5 multiplier against animals which are vulerable to shards.
- separated big rubble and small rubble into two separate terrain features
(I know I've fixed at least one other bug and made a couple other minor tweaks & changes since last release, but I don't remember what they were.)
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