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dcss:planning:0.10_plan [2011-09-07 13:31]
galehar removed
dcss:planning:0.10_plan [2013-03-09 21:32] (current)
Claws created
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-==== 0.10 plan ==== +===== 0.10 planned features ===== 
-A preliminary list, to catalogue the notable anticipated changes in 0.10.+Features planned for 0.10. **Code freeze: 12/15/2011, release date: 01/15/2012.**
  
-=== Mimics === +=== Hive === 
-  * <del>Repair feature mimics and re-enable them after their removal from 0.9.</del> Done.+  * <del>Disable for 0.10.</del> (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): 
 +    * <del>Make =sustenance relative rather than absolute (so that it is more valuable to trolls and centaurs).</del> 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. ([[user: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.
  
-=== Demons === +=== Octopodes (?=== 
-  * Abjuration split: lower-level single-target abjuration, and high-level mass abjuration. +  * [[dcss:brainstorm:effect:constriction]] (also for Nagas and monsters). 
-  * Demon tier recategorization. +  Reaching
-  * Monster summoning tweaks. +
- +
-=== Arcane Marksmen === +
-  * <del>Revive the Arcane Marksman class, along with a new hex-based spellbook.</del> Done. +
-  * New spells? +
- +
-=== Octopodes === +
-  * Constriction <del>and reaching</del> attacks? +
-    * Reaching is a bad idea - not friendly to new players, exploitable, weird way of making use of it. Could be a good rare mutation, but not for all octos.  --- //[[user:Eronarn]] 2011-09-05 00:03// +
-      * What's wrong with reaching?  You can exploit it with water, but a pile of darts can already do that. --- //[[user:KiloByte]] 2011-09-05 00:52// +
-        * As galehar pointed out, reaching requires AI changes: at least some monsters should be able to retreat if you can attack them but not vice versa. I have no idea how easy such a change is, but I also don't think it is really necessary (just nicefor octopodesThe other issue is the interface, althought there are some ideas for easier reaching attacks. --- //[[user:dpeg]] 2011-09-05 01:05// +
-      Yes, water abuses can be avoided with an AI improvement (see below) --- //[[user:galehar]] 2011-09-07 12:56// +
-    * Constriction is good, but should be more general than for octopodes. Nagas should also get it, in particular monster nagas. --- //[[user:dpeg]] 2011-09-05 00:08//+
   * New inherent mutations?   * New inherent mutations?
     * Octos should lose their beak, gain constriction, and maybe lose their +1 AC depending on how good constriction is. --- //[[user:Eronarn]] 2011-09-05 00:03//     * Octos should lose their beak, gain constriction, and maybe lose their +1 AC depending on how good constriction is. --- //[[user:Eronarn]] 2011-09-05 00:03//
-  * Possibly let octos wear helmets instead of just hats, since this has been confusing people. 
-    * Thoroughly anti-realistic IMO, due to the way helmets work.  They'd just increase damage you receive -- remember that octopuses have very fluid flesh.  I also don't see any confusion here -- no one has problems that, say, spriggans can't wear helmets either. 
   * The general goal here should be making them slightly easier in the very early game.   * The general goal here should be making them slightly easier in the very early game.
     * Very early is mostly ok, I'd concentrate more at D:4-10, Lair.  By that time, you're unlikely to find enough rings to make up for their frailty. --- //[[user:KiloByte]] 2011-09-05 00:52//     * Very early is mostly ok, I'd concentrate more at D:4-10, Lair.  By that time, you're unlikely to find enough rings to make up for their frailty. --- //[[user:KiloByte]] 2011-09-05 00:52//
   * Merge rings 3 to 8 when transformed.   * Merge rings 3 to 8 when transformed.
 +
 +=== Golem (?) ===
 +There are 2 interesting proposals for a golem species: [[dcss:brainstorm:species:propose:golem#golem_3|clay golem]] and [[dcss:brainstorm:species:propose:golem#golem_4|stone golem]]. And they have been [[mantis>4400|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. --- //[[user:galehar]] 2011-09-13 12:43//
 +
 +=== Demigods ===
 +  * [[dcss:brainstorm:species:demigod#abstract_worshippers|Abstract worshippers]]. [[Mantis>3046|Implementable]]. [[https://crawl.develz.org/tavern/viewtopic.php?f=8&t=2544|Tavern Post]]. (mumra).
 +
 +=== Arcane Marksmen ===
 +  * <del>Revive the Arcane Marksman class, along with a new hex-based spellbook.</del> Done.
 +  * New spells?
  
 === Spider's Nest === === Spider's Nest ===
-  * Improve and add new spider monsters 
-  * Branch-end maps 
-  * Transdimensional Hellspider 
   * <del>Webs</del> Done.   * <del>Webs</del> Done.
-  * Swarms+  * Transdimensional [[dcss:brainstorm:dungeon:branch:spider#hellspider|Hellspider]] (?) 
 +  * Branch-end maps (mumra) 
 +  * Improve and add new spider [[dcss:brainstorm:dungeon:branch:spider#monsters|monsters]] (?) 
 +    * Not most urgent, we might want to see the Hellspider in action before. 
 +  * <del>Swarms</del> (?) 
 +    * Unclear in design and function. Perhaps for later, when the Spider branch is in. --- //[[user:dpeg]] 2011-09-13 18:50// 
 + 
 +=== Rune Lock === 
 +The rune lock ([[dcss:brainstorm:dungeon:hopping]]) 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. --- //[[user:dpeg]] 2011-09-26 17:00//
  
 === Spells === === Spells ===
-  * Casting a buff spell with Z makes it [[dcss:brainstorm:magic:power_duration#permanent_effect|"permanent"]] +  * Casting a buff spell with Z makes it [[dcss:brainstorm:magic:power_duration#permanent_effect|"permanent"]] (?) 
-  * Make cloud effects dependent on spell power. Cap mephitic at 100 and evap at 50. Make mutagenic clouds resistible+  * Nerf Mephitic Cloud and Evaporate 
-    * Another nerf for MC is to relate number of cloud glyphs to power (plus randomisation, perhaps). +    * <del>relate number of cloud glyphs to power (plus randomisation).</del> Done. 
-  * Make the spell power affect the effectiveness of charm spells, not only the durationFor some spells (rmsl and dmsl for example), make charms only affect duration and the secondary school affect effectivenesslike ozocubu's armour+    * <del>Cap mephitic at 100 and evap at 50.</del> Done
-  Make hexes more usable by temporarily reducing MR (monster only or also on the player?).+    * Make cloud effects dependent on spell power(is it still needed? Let's test the above change). 
 +    * Make mutagenic clouds resistible. (?) 
 +  * [[dcss:brainstorm:magic:spells:tornado_balance|Tornado's balance.]] (elliptic) (marvinPA?) 
 +    * Duration fixed at 60 autdamage raised by 28.5%, noise reduced. Enough? 
 +  * <del>Make LRD not hit things separated from you by walls unless the explosion actually breaks a path to them.</del> Done. 
 +    * <del>Consider the non-wall square(snext to the LRD target that are visible to the player.</del> 
 +    * <del>The explosion should only extend to locations that are connected to one of these squares locally (within the explosion radiusafter possibly removing the LRD target).</del> 
 +    Additional LRD changes (not nearly as urgent, but having all changes in one version is good): No damage when targeted on non-brittle monsters (currently there is a tiny amount of damage). Therefore change targeting to only accept (and cycle) walls and brittle monsters. Furthermore, make LRD only work on //visible// brittle monsters (update spell description to reflect this!).
  
 === Skills === === Skills ===
-  * [[dcss:brainstorm:skills:fuzzing|Skill fuzzing]] +  * <del>[[dcss:brainstorm:skills:fuzzing|Skill fuzzing]]</del> Done. 
-  * Keep track of disabled skill usage so they don't start at 0% when enabled in auto mode. +  * <del>Keep track of disabled skill usage so they don't start at 0% when enabled in auto mode.</del> Done
-  * Hide training percentage of unknown skills (it's confusing and quite useless). +  * <del>Remove the need to practise unknown skills and introduce [[dcss:brainstorm:skills:training#restrictions|restrictions]] instead.</del> Done.
-  * Some minor interface tweaks. +
-  * An edit mode for the skill menu in wizmode.+
  
-=== God wrath === +=== Demons === 
-  * Use a formula based on XP gained and exploration (instead of time) for expirationNo waiting out in the templeMaybe also use it for scaling the strength of the wrath.+  * <del>Abjuration split: lower-level single-target abjuration, and high-level mass abjuration.</del> 
 +  * <del>Demon tier recategorization.</del> 
 +  * <del>Monster summoning tweaks.</del> 
 +    * The demons branch has been merged, with all of the above (still needs keeping an eye on for tweaks and balance)--- //[[user:MarvinPA]] 2011-09-10 18:48//
  
-=== Interface === +=== AI (galehar) === 
-  * Toggle autopickup of individual item types from the known item screen [[Mantis>4238]]. +  * Polish ranged AI (improve the code and move into firing position if a monster is in the way, handle reaching). 
-  * Smarter default layout +  * Try to avoid dangerous clouds by using pathfinding [[Mantis>4117]] [[Mantis>5014]] (for advice) 
-  * Clean up some options +  * <del>monsters with intelligence >= AI_ANIMAL retreat if you attack them and they cannot retaliate. Necessary to limit water abuses with reaching and ranged attacks.</del> Done. 
-  * show relevant resist/vulnerability of the monster when targetting (already done for silver missiles with chaotic monsters and Ely's healing with mindless ones).+  * Improve how monsters track their target out of LOS [[Mantis>3477]]
  
-== Tiles == +=== Mimics === 
-  * Improve the monster panel by making it similar to the console monster list +  * <del>Repair feature mimics and re-enable them after their removal from 0.9.</del> Done. 
-  * make panels dynamically configurable +  * Scale stats with depth. (?) 
-  * better map mode (full screen with minimap in the corner, buttons for stairs and portals, zoomable)+  * Add altar mimics (trivial but needs the above to be done before).
-  * better clouds. If possible, increase transparency and draw it on top of monster. Else, just draw it behind.+
  
-=== AI === +=== Interface === 
-  * Polish ranged AI (improve the code and move into firing position if a monster is in the way). +  * Toggle autopickup of individual item types from the known item screen [[Mantis>4238]]. (?) 
-  * Try to avoid dangerous clouds by using pathfinding [[Mantis>4117]] +  * Smarter default layout (galehar) 
-  * monsters with intelligence >= AI_ANIMAL retreat if you attack them and they cannot retaliate. Necessary to limit water abuses with reaching and ranged attacks. +  * Show wielded weapon on the monster list? (important information now that all polearms are reaching).
-  * Improve how monsters track their target out of LOS [[Mantis>3477]]+
  
-=== Permanent allies === +=== Variants === 
-  * Limit their number (12?)+  * Zot Defence and Sprint should be discussed in the manual
-  * Improve travel and explore (especially inter-level travel). +  * Henzell/Gretell should mention the variant in question and the chosen map in milestones, in death messages, and in win messages[[Mantis>4811]] is part of this
-  * Smarter handling of missiles+  * Zot Defence needs a God menu for the "make altar" command [[Mantis>4679]].
-  * (Beogh) bless allies with random resistances.+
  
 === Misc === === Misc ===
-  * [[dcss:brainstorm:combat:fight_rewrite|Fighting rewrite]]. +  * [[dcss:brainstorm:combat:fight_rewrite|Fighting rewrite]]. (is Cryp71c still working on this?) 
-  * [[dcss:brainstorm:misc:eating|Vintermann's food reform]].  +  * <del>[[dcss:brainstorm:mutation:eating|Vintermann's food reform]].</del> Done
-  * bmh's new Abyss. It's in already, but needs some testing and bug fixing.+  * bmh's new Abyss. 
 +    * <del>Fix the morphing so we can have both a smooth morphing and worley's layout.</del> Done.
     * Scale Abyss difficulty with time passed there.     * Scale Abyss difficulty with time passed there.
-  [[dcss:brainstorm:dungeon:branch:hive#portal_vault|Hive reform]]+      Done for the morphing. Parameters might need some adjustment. 
-  * <del>Forest branch?</del> Nope. +      * Apply to monster generation? (?) 
-    This is out of the question. We're happy if we get the Spider branch out of the door. I cannot see any way 0.10 will have two versions, it is just too much work. --- //[[user:dpeg]] 2011-09-05 00:09// +  * <del>Pandemonium/portal vault and Abyss interactions - when exiting the Abyss, return to the Pan floor you were on (prevents losing unique Pan runes).</del> 
-  * Revamp traps/remove mechanical traps +  * [[dcss:brainstorm:dungeon:branch:hive#portal_vault|Hive reform]]. (?) 
-    * There is no clear plan yet. I overhauled [[dcss:brainstorm:misc:traps|traps]] but it is not very specific yet. A number of new traps would be a good way to get started. --- //[[user:dpeg]] 2011-09-05 00:09// +  * Revamp traps/remove mechanical traps (?) 
-  * [[dcss:brainstorm:effect:poison|Make rP only 90% effective]]+    * There is no clear plan yet. I overhauled [[dcss:brainstorm:dungeon:traps|traps]] but it is not very specific yet. A number of new traps would be a good way to get started. --- //[[user:dpeg]] 2011-09-05 00:09// 
-  * Allow player in the arena. Give it a save file and the player is controlled with autofight. Will help with future fighting balance+  * <del>Make rP only 90% effective</del> (bmh, done) 
-  * Add the possibility to translate the game easily (I would make an german translation file, if possible).  --- //[[user:ToBeFree]] 2011-06-05 16:26// +  * Foundation for translations(kilobyte) 
-    This would be a massive project, but doable There's a preliminary plan.  Note that unlike most programs and graphical games, Crawl operates mostly in text (even in tiles), and there's a lot of grammar, which is nowhere as easy to translate as static messages. +  * Review tutorial for changes in .10 ([[user:evktalo]]) 
-  * Solve bubbles connectivity by generating inter-level when falling through a shaft? +  * Vault review: remove abuse opportunities for reaching ([[user:dpeg]]) 
 +  Vault review: shrink overly large Sewer (and perhaps also Ossuary) maps. ([[user:dpeg]])
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dcss/planning/0.10_plan.txt · Last modified: 2013-03-09 21:32 by Claws
 
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