This is my personal to do list. The things with the '-' next to
them need to be implimented. The bullets up top indicate a list
of activites to do. The ones below indicated completion. The rest
is either theoritical, or just on my list of things to get done.
This file changes w/o notice, and anything in here doesn't necessarly
mean that it will be used.or that it is correct. O_o
THINGS TO DO BEFORE RELEASE
CURRENT BUG LIST
Plan for 050
- Game animals and trophies
- New terrain types
- Ego monsters
- Pet AI improvements
- Summoning/Pet creation (mecha devices/golems etc.)
- Item enhancements/tweaks
- Dungeon generation
- Keeps count of # of up and down stairs, and other ironman
- Time pressure
- Add Heat to Automata abilites add (HEAT) when heat is
too high Paralized
- Add a p_ptr->HEAT (Integer)
- Add checks to increase the HEAT value when a spell is
cast, or a power used for automata/steam mecha
- Reduce Heat in dungeon.c -
- Write code that causes paralization.
- Figure out how to go about implimenting 256 colors.
- Create Mecha-device / trap system
Minor Changes. (don't require huge amounts of rewriting the
code. . .)
Do these for FUN! to keep from going nuts with all the rest!
- Store building in dungeon
- Add new room types and configurations
- socketed weapons
- Fade out price of items in stores when they are not avaialable.
- sf's fractal cave patch
- Random event
- Class titles need to be shortened.
- New terrain types.
- Update readme
- Update version number in code
- Update version number in .txt files
- Full compile
- Remove old saves
- Remove .c.x files
- upload to clockwork
- upload to websapce
- update webpage
- post to RGRA
||artifacts / items
- - Alice monsters
- - Oz monsters
- - Unique List
- - Dinosaurs
- - Tsetse Flies
Three muskateers guns.
- /Uniques to Add
(Note: This list should be more accurate now. Nothing
is promised, but this is an idea of what to expect.)
Robert Green Ingersoll (1833-1899)
Countess Elizabeth Bathory
arch: Wilbur Whateley
arch: daniel dravot
and peachy carnehan
arch: and rudyard kipling
Dr. van Helsing,
Mina Harker (dracul)
Percy Blakeney, the Scarlet Pimpernel
hound of the baskervilles
richard francis burton http://vvv.com/home/rowena/srfb.html
brisco cnty jr.
Jack the ripper
james west and
Jack the Ripper,
The Yellow Room, which starred the lusty heiress "Rosa
The Time Traveler;
Tarzan and his son Korak;
the evil Fu Manchu and his adversary, Sir Denis
his cousin Pat Savage,
and Travis McGee.
Victor Frankenstein and descendants
John Carter of Mars,
Dr. Jekyll/Mr. Hyde,
The Opera Ghost,
The Invisible Men,
Peter the Brazen,
The Green Hornet,
Carson of Venus,
The Continental Op,
Jules de Grandin,
The Wolf Man, ,
The Phantom Detective,
The Avengers (think british now. . .),
Remo Williams and Chiun,
"Bobby" - English Policeman
Burke and Hare? Sweeney Todd? Perhaps the members of
the Sign of Four (Sherlock Holmes)?
Baker Street Irregulars"
John Carter of Mars references? Edgar Rice Burrows
"Riki Tiki Tavi", "Nag."
and other kipling uniques.
these objects are references to Jules Verne's Journey
to the Center of the Earth (1864). In that book a German
professor, Otto Lidenbrock, found a book from a 16th
century Icelandic alchemist, Arne Saknussemm (whose
name is partially visible on the plaque to the top object);
Saknussemm claimed to have journeyed to the center of
the Earth. Intrigued, Lidenbrock followed Saknussemm's
path, using his "AS" markers (as seen on the top object)
to guide him. Among the other things that Lidenbrock
found was an underground sea (the "Lidenbrock sea" on
the bottom plaque) and various "prehistoric" animals
(the ichthyosaur seen here). Lemuel Gulliver," the world-traveler
and explorer from Jonathan Swift's Gulliver's Travels.
(Andrew Johnston notes that according to the chronology
at the Gulliver's Travels Chronology site would be 127
in this portrait) (Stephen Johnston notes the presence,
at the feet of Lemuel, of one of the Lilliputian cattle
that he brought back after his first voyage) "The Reverend
Dr. Syn," from Russell Thorndike's Doctor Syn (1915)
and its six prequels. Syn, the vicar of Dymchurch near
the end of the 18th century, was also the notorious
pirate and smuggler Captain Clegg, aka the Scarecrow.
Note: the display code (likert) provides a clear indicator of the
'range' of the base skills. Since the first number is divided by
the second, and 10 is a near maxed value, simply mutiply the second
number in likert by 10 to determine the max range of the skill.
Sucking skills should go below that.
british need 'tea and crumpets skill' which is GOI + p_ptr->paralization.
Player Feats (One time improvements)
(Initial List stolen from O)
Armor Mastery: Increase body armor base AC.╩
Armor Proficiency: Reduced mana penalties for heavy armor.╩╩
Armsman: More critical hits with melee weapons.
Athletics: Increases Dexterity and Constitution and Sustain
Beguile: Increases effectiveness of confusion, slow, sleep,
fear, and turning attacks.╩
Clarity: Increases Intellegency and Wisdom and Sustain
Evasion: Increases armor class of characters wearing light
Extend Magic: Beneficial magics last longer.╩
Extra Trap: Allows a rogue to have two monster traps at once.
Fast Attacking: Gives a chance of an extra melee strike each
Fast Casting: Speeds the casting of all spells, but especially
those well below the caster's level.╩
Fury: Allows faster movement immediately after taking damage.╩
Harmony: Gain hit points whenever you cast any spell.╩╩
Heighten Magic: Increases the effects of caster-level dependent
spells. Holy Light: Grants increased light radius, resistance
to light, and extra damage to undead creatures.╩
Magic Resistance: Greatly improved saving throws.╩╩
Marksmanship: More critical hits with archery and thrown weapons.╩
Martial Arts: Gives a powerful unarmed attack (similar to
a druid with the Power Strike specialty).╩╩
Meditation: Increased mana regeneration.╩╩
Mighty Throw: Doubles the range of throwing weapons and other
Piercing Shot: Archery attacks may skewer multiple targets.╩╩After
a successful hit, an arrow or crossbow bolt will sometimes
continue on; targets behind the original are very like to
be hit.╩╩Multiple pierces are possible.
Power Siphon: Gain mana when monsters in line of sight cast
Power Strike: Gives an empty handed druid a chance of an unusually
strong attack followed by an attempt to confuse the target.╩╩
Regeneration: Increased HP regeneration.╩
Shield Mastery: Increased shield base AC, deflection chance,
and bashing damage.╩╩Best with a large shield.╩╩Ineffective
when wielding a two-handed weapon.╩
Soul Siphon: Grants mana whenever a living monster is slain.╩╩There
is a chance of taking damage when aborbing too many souls
Teleport Resistance: Allows a saving throw vs teleportation
attacks and complete immunity to teleport level.╩╩Does apply
to Nexus effects.╩╩
Unlight: Increases stealth, provides resist darkness, and
allows various actions such as reading without light, but
limits light radius.╩
- New item flags.
terror or fear. - Cause to creatures
Add flag to reduce HEAT when equipped
Game play impression notes:
Suggestions for Mages made by "Luke" <firstname.lastname@example.org>
Make it so that you can't cast spells with a weapon wielded. Impliment
sheathing somehow (in a way that doesn't make the weapon suseptable
to destruction in the inventory, or pack overflow) so that it takes
energy to sheath the weapon, cast, then energy to draw it again.
This would mean that stopping to cast a spell in melee would take
two additional turns, or however much energy you want it to take.
By default weapons could be sheathed while not attacking (make sure
they grant their powers to the bearer anyway), and upon attacking
you would draw the sword. Or, make it a command to draw the sword
that costs energy, so you would stop while something was about a
square away from you and draw it. Hybrid fighter/caster classes
could either learn to sheath their weapons faster, learn to channel
through their weapons as they level, or acquire high level ego/artifact
items with the CHANNEL flag. The BLESSED flag could make the weapon
able to channel - making the priest spell useful. Could also make
that spell available in other ways. Or, you could make casting with
a weapon wielded increase the mana cost and spell failure - then
simply give hybrid classes lower base mana cost and spell failure,
closer to that of actual caster classes. That way a paladin could
hang back and lob holy orbs like a priest, but lose some time when
he is ready to engage in combat.
Giants: A hit of totally useless trivia: Old Finns talk about
"vaski" with which they refer to copper, brass or bronze. For example
"vaski sword" that will most probably mean bronze, but when talking
about horns or pots you could guess copper...
Vae has some cool ideas on timing and traps and stuff for Mold
Stuff to do back into town-
have a garden affect your stats abilities.
change mutations to phernology
add mind bullets and yaks.
Fufie: you could have a Prussian General set NMB_BF1942: ewwww
Fufie: with boots, gloves, a little officer stick, ... VALIS: heh
NMB_BF1942 just discovered a copy of The Sims : House Party in his
CD collection Fufie: increases discipline Fufie: but limits charisma
Fufie: activated for command troops Fufie: then you have the Jules
Verne travel gear Fufie: khaki clothes, rugged boots and a machete
Fufie: increases range of sight Fufie: activated for 'map area'
*** NMB_BF1942 is now known as NightmareBlade Fufie: this kind of
thing you're looking for? NightmareB: dont ya hate it when you know
you have a certain CD, but for the life of you, yoiu caNT find it?
Fufie: also consider the Captain Nemo underwater suit
Fufie: other artifact set: Nansen's Arctic Gear, solid boots, anorak,
big mittens, and skis that cross anything.. all of them resist/immune
to cold and lets you command dogs and good vision
- Mutations don't give enough room for full name of power. Correct
layout issue.Or keep the layout as it is, because it's that way
to insure that there's enough room for all the powers. Decisions,
- Scandinavia refers to Norway, Sweden and Finland. - Nordic (Nordic
countries) refer to Scandinavia plus Denmark and Iceland. - Do not
mix Nordic with Norsemen, which refers mainly to Norwegian vikings
(after all, the biggest group of vikings were Danes...) - Oh, and
Finland wasn't part of "Viking heartland", and Vikings are IMO out
of the era of Steampunk. - Finland was part of Russia for the whole
19th century (well, from 1809) :-) - If you want a racial power
for Finns, I recommend ResCold. I don't know if there should be
one... - Finns are not totally unfamiliar to the subject of this
game (Historical facts, these I can remember from top of my head):
* August Nordensksld was a semi-famous alchemist in late 18th century.
He published a book "A Plain System of Alchemy" in London in 1778.
He died in Sierra Leone in Africa after being captured by some black
some savages who tortured him to death. * Adolf Nordenskisld (apparently
not related) was a Finnish explorer in the 19th century. His greatest
achievement was to be the first to sail to the Bering Streit from
the Norway through the Siberian coastal waters.
-spiders to the list now. And a healing mecha
-spider(?!???) DarkGod: flollows you and heals you when needed DarkGod:
from arcanum too :) Scoth: RE:mecha and potions. VALIS: They should
be able to drink them, just they do nothing. Or cause damage from
electrical damage Long term
Should have poison create flammable methane terrain.