Features planned for 0.10. Code freeze: 12/15/2011, release date: 01/15/2012.
Disable for 0.10. (The idea of Hive as a racing portal vault is still valid, we want to see how much the loss of Hive food actually affects games.)
For compensation, there is a guaranteed bread ration in the early dungeon and a small beehive later on.
Options for later (not 0.10 material):
Make =sustenance relative rather than absolute (so that it is more valuable to trolls and centaurs). One ring cuts hunger rate by 1/2, two rings by 1/3, rounding down. Works the same for normal races, much bigger effect on trolls.
Add monsters with edible corpses to Hells. (
kilobyte does not like this!)
Add Hell vaults with tortured (etc.) humans. Can use level sounds to hint players: You hear the moans and screams of the tortured.
Early Ziggurat levels could be biased towards food.
There are 2 interesting proposals for a golem species: clay golem and stone golem. And they have been implemented by coffeeOblivion. I briefly looked at the code, and it seems decent. We can either add them both to trunk for testing or merge them right away. My personal opinion is to use clay golem for nutrition, healing and general theme, and stone golem for stats, aptitudes and mutations. Either way, we need someone to review and maintain the code. — galehar 2011-09-13 12:43
Webs Done.
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Branch-end maps (mumra)
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Swarms (?)
Unclear in design and function. Perhaps for later, when the Spider branch is in. —
dpeg 2011-09-13 18:50
The rune lock (Locking Branches) is a bit controversial. Should we experiment it in trunk?
Yes. It will always be controversial but only by testing do we see whether the idea could work. Let's do it for trunk and decide later whether to revert or just skip for 0.10. —
dpeg 2011-09-26 17:00
Abjuration split: lower-level single-target abjuration, and high-level mass abjuration.
Demon tier recategorization.
Monster summoning tweaks.
The demons branch has been merged, with all of the above (still needs keeping an eye on for tweaks and balance). —
MarvinPA 2011-09-10 18:48
Polish ranged AI (improve the code and move into firing position if a monster is in the way, handle reaching).
Try to avoid dangerous clouds by using pathfinding
4117 5014 (for advice)
monsters with intelligence >= AI_ANIMAL retreat if you attack them and they cannot retaliate. Necessary to limit water abuses with reaching and ranged attacks. Done.
Improve how monsters track their target out of LOS
3477
Repair feature mimics and re-enable them after their removal from 0.9. Done.
Scale stats with depth. (?)
Add altar mimics (trivial but needs the above to be done before).
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bmh's new Abyss.
Pandemonium/portal vault and Abyss interactions - when exiting the Abyss, return to the Pan floor you were on (prevents losing unique Pan runes).
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Revamp traps/remove mechanical traps (?)
There is no clear plan yet. I overhauled
traps but it is not very specific yet. A number of new traps would be a good way to get started. —
dpeg 2011-09-05 00:09
Make rP only 90% effective (bmh, done)
Foundation for translations. (kilobyte)
Review tutorial for changes in .10 (
evktalo)
Vault review: remove abuse opportunities for reaching (
dpeg)
Vault review: shrink overly large Sewer (and perhaps also Ossuary) maps. (
dpeg)