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#1 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,464
Donated: $60
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Plans for 4.1 - 4.3
This is pretty much what is in my head for the next three major versions at the moment. It gets vaguer as the version number increases, and some of these may not happen for various reasons (failure to implement, don't work as expected, player revolt, etc). Anyway, please comment.
4.1
4.2
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#2 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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If you add force breath pushing, you should also add chasms (like in Sil) so that you can get force-pushed off a cliff ^_^
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#3 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,124
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#4 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Force is already technically distinct from plasma in that they destroy different items, but yeah, sounds good.
We need to get better help text onto the chargen screen, with the goal of directing new players at easier race/class options or at least properly setting their expectations when they roll up an elf mage. That's the only thing I can think of that needs doing and wasn't on your list. |
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#5 | |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,602
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I'm not sure whether to agree or disagree. Sil does such a good job of staying thematically accurate. With Angband I'm not sure whether it's better to clean up the theme or to just drop the pretense & remove the most obvious references. FA I guess is not too bad in this area... well sorta... I mean it does alright... I guess... |
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#6 | ||
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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I'd like to see the list of ego weapons/armour expanded to try and add some variety to pre-artefact-level equipment choices. (For instance, shields/armour with a combo of two base resists and a higher resist, egos that grant a single protection or higher resist, mixed blessing egos that boost one stat but reduce another - nothing super-powerful, but things that can fill gaps in resistance coverage and make equipment choices more of a decision than current no-brainer progressions like single resist to resistance to elvenkind.) Rune-based ID would definitely make it easier to have more and more flexible ego types without the hassle of the ID game.
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![]() - Pits layouts should be moved out to edit files - The format of room_template.txt, vault.txt and the hypothetical pit layout file should ideally be harmonised so they all use the same symbols for the same things, and you can make rooms combining features of all three - Layouts should be possible to use both specifically and flexibly, so that you can specify when a room is generated that it should contain given monster and treasure types, but you're not rigidly locked into using those same types every single time it's generated (for this, I favour combining a generic template with a monster/treasure profile from another file, similar to how pits currently work) - It should be possible to add/remove/customise all of these rooms types, and new level profiles or themes, entirely via the edit files without having to touch the code Separate from those more general goals, I also like the idea of unique-specific vaults/rooms (e.g. a mushroom field containing Fang and Grip, a dwarf hall with Mim and his sons, or a maze with Baphomet the Minotaur Lord at the centre) that occur at their native depth, can only appear once per game, and are found in destroyed condition if all the resident uniques are already dead by the time you get there. Quote:
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#7 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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That's basically implicit in all my posts at this point, as you've demonstrated
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#8 | |
Adept
Join Date: Jun 2007
Location: Crickhollow
Posts: 209
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This all sounds real exciting. I'm a flavor geek, so I love the idea of Tolkienising a little more - something as simple as changing some creature names would be fun. I'd be glad to help offer suggestions with this, though I wouldn't be surprised if Nick already had most things figured out already, since he seems to be more of a Tolkien nerd than I am.
The more flavorful dungeon layouts is something that I would really look forward to as well - it's one of my favorite things about playing FA and Stone Soup: you can come across rooms that are actually interesting instead of just endless randomized kludges of corridors. They don't have to have special features or anything - just an obvious theme or aesthetic design to a small room can make the experience so much more fun and makes it feel more like you're "exploring". Quote:
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#9 |
Adept
Join Date: Mar 2012
Posts: 141
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I would also propose randomly generated ego items somewhere along the way (as an option - preset egos(trickery/devotion/westerness etc)/present egos + random egos/all egos random).
Oh and also removal of fuzzy detection. |
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#10 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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That one is actually particularly great because it has comparatively tiny in-game advantage but is such a neat little flavour quirk. More simple little things like that would be great - I feel like Half-orcs and Half-trolls should be able to recognise weapons of Slay Orc and Slay Troll, for instance. Actually, rune-based ID would combine very well with these kinds of special abilities, because different races/classes could start the game already knowing one or two thematically appropriate runes: priests might recognise Blessed items and paladins Slay Undead, for instance.
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