Differences

This shows you the differences between two versions of the page.

Link to this comparison view

dcss:planning:0.20_plan [2017-02-25 17:14]
Brannock [Items]
dcss:planning:0.20_plan [2017-04-17 20:33] (current)
Brannock Remove a couple things I no longer plan on doing
Line 38: Line 38:
   * **Desolation of Salt** - Upgrade from portal to branch, roulette with whatever Elf ends up being. More monster designs for the unique constant support-monster dynamic, some cross-usage of monsters in other branches, decent vault work, new layout generators. (//PleasingFungus//)   * **Desolation of Salt** - Upgrade from portal to branch, roulette with whatever Elf ends up being. More monster designs for the unique constant support-monster dynamic, some cross-usage of monsters in other branches, decent vault work, new layout generators. (//PleasingFungus//)
     * Also needs cloud generators to be moved from lua to C++, for performance reasons (currently slows the game to a crawl while resting)     * Also needs cloud generators to be moved from lua to C++, for performance reasons (currently slows the game to a crawl while resting)
-  * **Orcify the Slime Pits** - Cut it to four floors, add more 'bubbles' like Orc had, more up-and-down traversal instead of a straight dive to the bottom. (//Brannock//) 
   * **New portals**:    * **New portals**: 
     * the [[https://github.com/crawl/crawl/tree/oubliette|Oubliette]], an early-game portal vault that features a powerful temporary ally (//dpeg//);      * the [[https://github.com/crawl/crawl/tree/oubliette|Oubliette]], an early-game portal vault that features a powerful temporary ally (//dpeg//); 
Line 44: Line 43:
   * **Better Permanent Passages of Golubria**: Make one-way passages distinct from the spell and improve their function in general so that they act like within-level hatches. They should retain knowledge of their destination when taken once so that they can work properly with autoexplore and travel. Will write up more about the issues involved later. (//gammafunk//)   * **Better Permanent Passages of Golubria**: Make one-way passages distinct from the spell and improve their function in general so that they act like within-level hatches. They should retain knowledge of their destination when taken once so that they can work properly with autoexplore and travel. Will write up more about the issues involved later. (//gammafunk//)
   * Further trim core game -- drop Lair to 4 levels, Lair branches to 3 levels, Depths and Vault to 3-4 levels each. (//Lasty//)   * Further trim core game -- drop Lair to 4 levels, Lair branches to 3 levels, Depths and Vault to 3-4 levels each. (//Lasty//)
-    * I have significant concerns about this. The XP balance is already becoming tight for many players, and further trimming runs the risk of breaking it and requiring a full rebalance of XP. Fewer levels also mean fewer items for players. It could work if it came alongside a significant increase in fixed vault generation, but I don't think we have enough vaults to pull that off without running into repetition issues. There are other areas that could be addm shaving away (further!) at the base game.  --- //[[user:Brannock]] 2017-02-25 17:07//+    * I have significant concerns about this. The XP balance is already becoming tight for many players, and further trimming runs the risk of breaking it and requiring a full rebalance of XP. Fewer levels also mean fewer items for players. It could work if it came alongside a significant increase in fixed vault generation, but I don't think we have enough vaults to pull that off without running into repetition issues. There are other areas that could be addressed before shaving away (further!) at the base game.  --- //[[user:Brannock]] 2017-02-25 17:07//
 ==== Character ==== ==== Character ====
   * <del>**Remove mottled draconians** - Concurrent with removing monster mottled dracos and dragons. Yellow draconians get their splashing behavior and short range on acid breath. (//Brannock//)</del> Done.   * <del>**Remove mottled draconians** - Concurrent with removing monster mottled dracos and dragons. Yellow draconians get their splashing behavior and short range on acid breath. (//Brannock//)</del> Done.
Line 67: Line 66:
   * <del>**Wu Jian** the Council God - by [[user:SteelNeuron]]. Should be tested in trunk. --- //[[user:dpeg]] 2017-01-12 16:56//</del> Merged!   * <del>**Wu Jian** the Council God - by [[user:SteelNeuron]]. Should be tested in trunk. --- //[[user:dpeg]] 2017-01-12 16:56//</del> Merged!
 ==== Items ==== ==== Items ====
-  * **Unrand: Staff of Wild Magic** - Increases spell power, but miscast *effects* are likely to be incurred even on a successful cast. (//Brannock//) 
-    * What item type is this? Surely not a wand, since it sounds like equipment. (//PF//) 
-    * 'Wand' renamed to 'staff' for WIP name. (//Brannock//) 
   * <del>**New item type: Scarf** - 0 AC, cannot be enchanted, always comes with an ego. Uses the cloak slot. Scarf, muffler, bandanna, babushka. (//Brannock//)</del> All done!   * <del>**New item type: Scarf** - 0 AC, cannot be enchanted, always comes with an ego. Uses the cloak slot. Scarf, muffler, bandanna, babushka. (//Brannock//)</del> All done!
   * **Ziggurat figurines** - Give them fancy animated tiles / console glyphs / descriptions to also serve as a trophy for clearing Ziggurats, and mark how many were cleared on it (regret-index)   * **Ziggurat figurines** - Give them fancy animated tiles / console glyphs / descriptions to also serve as a trophy for clearing Ziggurats, and mark how many were cleared on it (regret-index)
   * <del>**Rods** - should probably be usable from inventory (and maybe nerfed somehow?) - loss of interaction with cursed/distort/vamp/etc weapons is sad, but using them right now is pretty annoying</del>   * <del>**Rods** - should probably be usable from inventory (and maybe nerfed somehow?) - loss of interaction with cursed/distort/vamp/etc weapons is sad, but using them right now is pretty annoying</del>
-  * <del>**Potion of Mutability** - Merge !curemut, !mut, and !benemut all into one item. Removes 2-6 mutations, adds 0-3 mutations, gives 1 good mutation. Intended to help encourage players to play the mutation roulette, and to help dampen the effect of getting a cripplingly bad malmutation (since this new potion is much more available than !curemut was) without letting them opt out of the mutation game entirely. There's always Zin for that. (//Brannock, Lasty//)</del> Done, and met with significant positive reception :)+  * <del>**Potion of Mutability** - Merge !curemut, !mut, and !benemut all into one item. Removes 2-6 mutations, adds 0-3 mutations, gives 1 good mutation. Intended to help encourage players to play the mutation roulette, and to help dampen the effect of getting a cripplingly bad malmutation (since this new potion is much more available than !curemut was) without letting them opt out of the mutation game entirely. There's always Zin for that. (//Brannock, Lasty//)</del> Done.
 ==== Interface ==== ==== Interface ====
   * Have a look at the **%-screen** (//dpeg//)    * Have a look at the **%-screen** (//dpeg//) 
Line 90: Line 86:
     * dpeg's monster buff system: now has code branch [[dcss:brainstorm:monster:concept:dynamical]]     * dpeg's monster buff system: now has code branch [[dcss:brainstorm:monster:concept:dynamical]]
     * Lasty's doom clock     * Lasty's doom clock
 +
 ===== Undone Plans From 0.18 and 0.19 ===== ===== Undone Plans From 0.18 and 0.19 =====
Logged in as: Anonymous (VIEWER)
dcss/planning/0.20_plan.1488039240.txt.gz · Last modified: 2017-02-25 17:14 by Brannock
 
Recent changes RSS feed Donate Powered by PHP Valid XHTML 1.0 Valid CSS Driven by DokuWiki