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TODO
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TODO
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Mob speech
----------
- On spotting an enemy
- "Aha!"
- "It's a <species>!"
- "It's <name>!"
- On spotting the player
- "It's Obmirnul!"
- "ALARM!"
- "It's the @!!"
- On fleeing
- "He's coming!"
- "I'm dying!"
- "Heeelp!"
- On being cornered
- "Please no!"
- "Mercy!"
- "Don't touch me!"
- "Go away!"
- "No farther!"
- "Away!"
- "Leave!"
- On seeing a dead ally, killed by a visible hostile
- "Murderer!"
- "Screw you!"
- "Killer!"
- "Code red!"
- On seeing a dead ally, killed by a nonvisible hostile
- "Oh no!"
- "Noo! Not <name>!"
- On pursuing a fleeing hostile
- If nearby allies:
- "Hunt it down!"
- "No mercy!"
- "Kill!"
- "Mendicant!"
- "Coward!"
- "Wimp!"
- "Clown!"
- "Heh, you can't outrun me!" if faster
- "You can run but you can't hide!" if slower
- On killing hostile
- "Victory!"
- "Phew!" if at low health
- "The <name> is dead!"
- "The @ is dead!" if hostile is player
- "Hurray!"
- On taunting a hostile
- "Mendicant!"
- "Coward!"
- On pursuing an unseen hostile
- "Coward!"
- "Show yourself!"
- "Where are you?!"
- "Where is he?"
- On investigating a noise ("...?", "What?")
- "What?"
- "...?"
- On completing investigation of a noise
- "Must've been rats!"
- On finding an pursued enemy
- "Fool!"
- "It's here!"
- "Gotcha!"
- On cornering an enemy
- "I've got you now!"
- "Now you're mine!"
- When player is at critical HP
- "Time's up, <name>!"
- "You're finished now!"
- "Hehe"
- "You miserable <species>!"
- "You miserable @!"
New mobs
--------
- enhanced emberling
- 4 tiles, noisy
- has Overpowered Engine
- +200% speed when enemy is far away, but has chance to break down and
become immobile
- firebolt thing, range-limited
- 0% rFire, -25% rElec, 10% Armor, 6 HP
- event: it goes insane, assault called
- "The enh. emberling emits strange sparks."
- "You hear strange sparking and clicking sounds."
- "The alchemists examines the enh. emberling closely."
- (none)
- "The enh. emberling breaks out of the enclosure!"
- "You hear a terrific CRASH!"
- "You hear an alarm going off!"
- Can break down a door and an adjacent wall when pursuing enemy.
- Stationed as guard in workshop/3, lab/2, lab/3.
- (Workshop one is rare and diluted with broken ones)
- ember beast
- enh emberling, but doesn't break down
- 50% rAcid, 25% rFire, -75% rElec, 10% Armor, 7 HP
- fiery javelin instead of spurting flame
- kept in some place where player might bring allies(?), Holding
x sulfur fiend x
x rElec∞ and rFire+.
x Hasten Rot: makes a corpse emit a cloud of miasma, destroying the
corpse in the process. Miasma causes nausea.
x Summon Ball Lightning: conjures a ball lightning mobs.
x vapour mage
- Airblast: knockback foe (5 - distance_from_mage) spaces
- Haste dustling
- Has night vision.
x convult
- Keeps distance
- Enrage dustling
x dustling
x Exceedingly fragile (5 HP) and no armor/weapons. Carries a strong
punch, though.
x Fast (55% speed) and has night vision.
x Vunerable to fire and electricity.
x Found solely in Caverns.
x frozen fiend
- "A winged humanoid, clothed in watery-blue robes. It whispers grimly
to itself as it patrols the dungeon, inspecting its underlings with
an expression of cold contempt.
x Polar resurrection: Raises corpses into stationary foes. Such undead
are very fast, have good armor, and are quite tanky, but are very
vunerable to fire.
x Polar Casing: transforms a wall near the target to ice, damaging all
(yes, all) adjacent monsters. Reverts back to a wall in 5-6 turns.
- "The freezing fiend stares at you."
- hornblende statue
- Appears in pairs in hallways of the Crypt.
- Chance to resistibly blink intruders to itself.
- pitchblende statue
- Appears in pairs in hallways of the Crypt.
- Chance to resistibly blink intruders away from itself.
- schalenblende statue
- Appears in pairs guarding doorways of rooms in the Crypt.
- Chance to prevent passage of intruders.
x lightning spire
- Like dcss' lightning spire. Hurls powerful bolts of electricity.
- rFire+ rElec+ Armor=30% rFume∞ rPois∞
- Immobile, only attacks when other hostile present
x torpor spire
- Like DCSS' torpor snail. Casts Slow on player.
- rFire+ rElec+ Armor=50% rFume∞ rPois∞
- Immobile, only attacks when other hostile present
x iron spire
- hurls iron shards.
- rFire+ rElec+ Armor=50% rFume∞ rPois∞
- Immobile, only attacks when other hostile present
x calcite spire
- Summons a single undead on the level to come to the spire's location.
- rFire+ rElec+ Armor=10% rFume∞ rPois∞
- Immobile, only attacks when other hostile are present
~ copper spire
- Enables copper weapons.
x warden
- calls for reinforcements by shouting/sounding horn
- wretched stars (TODO: rework this theming, no longer fits w/ lore)
- "A fiery apparition, wreathed in unapproachable darkness. It has the
appearance of a wheel with broken spokes, covered within and without
in glazed eyes."
- Extremely fast.
- Mights allies.
- Emanates opaque gas.
- Mobs that step in gas will be irresistibly blinked away.
- When allies are about to die, gives them a status them makes them
very briefly invunerable and sends them insane.
- Tries to blink around so as to not be adjacent to allies.
- Teleports away (or suicides?) when no allies visible.
- Immune to weapon damage.
x burning brute
- "A raging winged demon composed primarily of boiling basalt,
feared even by its peers for its vicious fire attacks."
x Has rFire∞, but rElec-.
x Hurls bolts of fire.
x Burnt offering: Raises a visible corpse, and gives it the .InnerFire
status. Effects:
- 50% slower.
- Every 2-3 turns, flames seep out of mob and ignite nearby tiles.
- When timer is over, mob explodes, damaging all nearby mobs.
x Has kicking (x1) and clawing (x1) attack (need species struct for this).
x hunter
- Travels with a swarm of stalkers (see below).
- Slower than player.
x stalkers
- "A small flying creature, its four wings humming ominously as it
follows you at the behest of its owner. Its copper-colored entrails
loop disgustingly around its silver torso."
- A small aluminum drone, with copper wires sticking out. The player
wouldn't know that of course.
- Travels with a hunter captain.
- "Sticks" near to player, keeping hunter aware of player's location.
- Does not actually attack player, keeps distance of 3 tiles.
- Completely deaf, won't investigate on its own. Vision of 3 tiles,
has night vision.
x copper hornet
- "A tiny buzzing insect, seemingly made of copper. It's trying to sting you!"
- Very fast, and base evade% of 50.
- Gives copper damage (i.e., electrocution if in aura of copper spire).
- 5 HP and no armor at all.
- Found in the Laboratory.
x iron wasp
- Like copper hornet, but gives no copper damage.
- Sting attack that gives poisoning.
- Very occasionally found in swarms of fellow iron wasps.
x lead turtle
- Slow enough that dying to one is strictly optional (in theory).
- rFire∞ rPois∞ rFume∞
- Hits hard, strength == 50, reach == 2.
- Huge amount of innate armor. Maybe, 60%?
- Found in the Laboratory.
x warrior
- Heavily armored (25%), good stats (90% melee, 15% evade), tanky (13 HP).
x recruit
- "warrior" monster for lower levels.
- 10% armor, 70% melee, 10% evade, 8 HP
x bone mage
- Limited haste undead spell
- Bone mace, no armor.
x bone rat
- fast, evasive, and moderately fragile.
- rPois∞ rFume∞ rFire-
x ember mage
- Fire attack with weapon
- Travels with packs of emberlings
- 50% fire resistance via cloak of silicon
- Spell: Flammable: (will-checked) make target 25% fire-vulnerable
- Spell: Call Emberling: create 3-4 emberlings from a corpse
x emberling
- Fast
- Attacks that do fire damage
- Prm burning; leaves trails of fire behind
x brimstone mage
- Has abilities of ember mage (fire resists, fire weapon, spells)
- Spell: Brimstone: (will-checked) set player on fire
- Spell: Haste emberling: what is says on the label
- Avoids melee.
- Travels with packs of emberlings
x sparklings
- Attacks that do electric damage
- Spell: blinkbolt
x spark mage
- Can convert corpse to sparklings
- Can very briefly paralyse player ("stunning burst")
x lightning mage
- Has all abilities of spark mage
- Smite-targeted electrical attack; does more damage the farther away the
target is from the caster
- Has potential to work well with mage's desire to keep distance
- Can haste sparklings
- Keeps distance
x slinking terror
- creeps near walls, refuses to move while being watched
- very fast, attacks nearby enemies
- fearless, tanky
- creeping death
- A sabre-toothed cat, nothing more or less.
- Has LOS radius of just one more than player's.
- Stalks player around.
- When player is in dark area and is alone, the cat charges and attacks player.
- While charging:
- 50% increased speed
- Bite provides chance of paralysis(?)
- When player is in LOS of cat, messages:
- "You feel like something is watching you."
- "You feel uneasy." (just before cat charges)
- Is neutral to guards, alone among night creatures.
x spectre mage
x Spectral Sword: summons four spectral swords, which are very fast but
have just 1 HP and do little damage. Like Brogue's staff of conjuration.
x Found in Laboratory and Caverns.
x ancient mage
- "Even the most powerful of human mages cannot hope to wield the full
power of the Necromancer. Instead, it is invested in this undead mage,
an immeasurably ancient skeleton resurrected for this purpose."
x Summons ball lightning. (TODO: replace with orbs of devastation.)
x Mass Dismissal: gives .Fear to all attacking monsters in LOS. Resistible.
x Aura of Dispersal: blinks away all creatures in caster's immediate
vicinity.
x Summon Enemy: resistibly teleport enemy/player back into its LOS, if
it cannot see enemy.
x Hurls crystal shards.
x rPois∞ rFume∞ rElec∞
x death mage
x Bufs nearby undead for a short time.
x Haste: give .Fast to nearby undead ally.
x Heal: Uses up a corpse to restore 90% of lost health for nearby undead ally.
x Prefers to keep distance.
- sleeping beauty
- "A hideous statue of some nameless creature, covered in metal plates."
- Sleeps, when hit with electric damage, activates.
- rElec+75% rFume∞ rFire∞
- (from notes:) Deploys emberlings
- (from notes:) Workshop room:
- Alchemist diary
- Wheels, steel pipes, welding setup
- SB frame (what's that?)
x mellaent
- kerejat-like nuisance
- noncombatant
x bloat
- Bloated, very slow (150/200), 18 HP
- When wounded, bursts forth miasma.
- Analagous to TGGW's zombie.
- Can see in the dark.
x sentinel
- 12 HP. Armored, sword-wielding version of guard
x cinder worm
- Fire attacks, Prm burning
- vomit fire: set surroundings of fire
- Sometimes found as neutral prisoners
x cinder brute
- Just plain fire attacks, Prm burning
- Hurls fireballs?
- Sometimes found as neutral prisoners
- TODO: think of unique ability
- cuprite fiend
- Sulfur fiend's electrical attack (TODO: think of replacement for sulfur
fiend)
x war olg
- Also known as "troll" to humans. Naturally peaceful grazing herbivores,
but this one has been trained for war.
- Three pairs of legs/hands.
- Fast regeneration (0.5 per turn)
Equipment
---------
(damages is after making all hps 1/4)
weapons:
x quarterstaff 2 damage OpenMelee, Martial++, +15 Evade
x battleaxe 4 damage -15 Melee% OpenMelee
x knife 1 damage Dip
x dagger 2 damage Dip, Martial+
x rapier 3 damage -10 Melee% Dip, +10 Evade, Riposte
x stiletto 5 damage -25 Melee% Dip
x mace 2 damage +10 Melee%
x great mace 2 damage Stun
x morningstar 3 damage +10 Melee%
x knout 6 damage
x club 1 damage
x longsword 2 damage Dip, +10 Evade
x halberd 2 damage Reach+, OpenMelee, Dip
x glaive 2 damage +10 Melee% Reach+, Dip
x monk's spade 1 damage Reach+, Knockback(1)
x woldo 3 damage -10 Melee% Reach+, Dip, Martial++
body armor:
x robe
- martial robe 0% armor Martial+
x gambeson 15% armor Sneak+
~ leather armor 20% armor Martial-
- hauberk 25% armor Sneak--
- slvlss hauberk 25% armor Sneak-- OpenMelee
- cuirass 35% armor Sneak- Martial-
footwear:
- won't be added just yet, need more ideas to justify new armor slot
- sabatons: 15% armor
- martial shoe: Martial++
- combat boots: 10% armor +10% melee ("perfectly weighted for combat")
- silus boots: rFire+
- insulated boots: rElec+
- golden shoes: Potential+5
- ornate shoes: Potential+10 Will-1
~ scale shoes: 5% armor +10% speed when moving over ground that gives speed, -10% speed
on ground that slows down
headgear:
- mining helmet: Vision+
- mail coif: 10% armor
- cloth hood: rElec+ Evade+
- fume hood: Vision- rFume+70
- welding helmet: 5% armor Vision- rFire+
- spectral crown: Conjuration+ (change from Aux)
- thief's mask: Vision- infravision
- gold headband: Potential+10 rElec-10 Will-1
- gold tiara: Potential+20 Will-2
- lightning helm: 5% armor rElec+
- silus mask: rFire+
- silus hood: 10% armor rFire+
- magalt mask: 5% armor Will+ [holy] Suicide bomb status (hellfire blast)
- shadow mask: Vision- Will+1 [Night] Will+2
- wrong theme (Will+ is for holy faction)
utility and auxiliary items:
- Detect undead (or nah... overlaps with Corruption too much)
- Vampirism (charm of transference)
x Buckler (+10% block)
x Spiked buckler (same stats as bucker, but has Retaliation damage)
x Detect electricity
- Theme: something something "detects magnetic interference" w/ e.g. fancy
compass, or something along those lines
- Detects powered machines, sparklings/spark mages, stuff, sulfur fiends,
lightning spires, etc
x Detect heat
- Detects 'warm' machines (i.e. braziers and a few others), areas with fire,
burning monsters + their surroundings, and otherwise .Warm monsters.
x Orb of Wolfram
- -10% evade (very heavy!), but +25% rElec. (i.e., it routes electric bolts
through itself instead of through you.)
x Miner's Map (echolocation)
x Dispel Undead
- Any undead adjacent to you take 2 dmg each turn.
- Very powerful, but makes it impossible to sneak around them.
- Crystal Ball
- Small chance to dazzle enemies that can see you if you're running and in
light. (daze or disorient?)
- ?
- Cause attacks against large, healthy creatures to do bonus damage.
- ?
- Item that gives damage bonuses inversely proportional to your health.
- ?
- Bloodlust, when killing living monsters with non-stab, heals player for
half the monster's max health.
- Encourages risky fights, but with lucrative rewards (large amounts of
healing.)
Rings
-----
x ring of concentration: [holy] Increase willpower by a factor of 2, at the
cost of melee%, evade%, and slowness.
x ring of condemnation: [holy] instakill undead, at cost of 10 turns held.
Ancient Mage should have some kind of countermeasure (transform into
something else? explode into swarm of enemies?)
- ring of fustigation: [holy] undead explode, causing other undead to explode,
chain reaction
- Explosion only over cardinals... unless disoriented, then it's only
diagonals
- will/2-will damage, damage stacks
- cannot be used while corrupt and target must be undead, doesn't affect
non-undead
- ring of abjuration: [holy] mark any living creature (even foe, even death
mage) as "dispelling undead" causing any adjacent undead (even allies) to
take damage
x ring of deceleration: Adjacent mobs have their attack speeds slowed
significantly.
- ring of protection: shielding, more effective with increased willpower
- also has +Armor% that lasts a bit longer than the shielding
- ring of precognition: 0 MP, +15% evasion, MP drained selectively
- option: 1 MP each time attacked
- option: 1 MP every turn w/ enemies adjacent
- option: MP every turn for every adjacent enemy
x ring of obscuration: Grants "invisible" status, drains 1 MP for each enemy
that can see player in exchange for them not noticing player. No MP drain
when player can't be seen. 0 MP to start with. (Needs downside. Maybe doesn't
work if player is directly adjacent, or player is corrupted and target is
undead?)
- ring of infestation: Gives infestation status (mob-only), "night beatles"
burst out of affected mob when status effect ends. Night beatles should only
be dangerous in larger numbers (maybe steal ghoul respawn mechanic from SPD?)
- Potion of infestation + infestation gas: infestation status to
paralyzed/will==0/in-dark-area mobs (still haven't decided, maybe a
combination of the two
x ring of transformation: turns all fire into electricity. "Heals" the burning
status, and targets self.
x ring of detonation: make enemy explosive+noisy+insane+immobile
x ring of deception: [anti-Holy] undead mistake you for ally unless non-undead
allies are nearby
- ring of conscription: [anti-Holy] raise the corpse the player stands on at
the end of the pattern to fight, giving it impressive tankiness and stat
boosts. Zombie will be immobile however, and will die if player moves more
than 4 tiles away.
- ring of deconstruction: rolling boulder
- ring of provocation: (Alvoc) Tear apart a nearby (standing on/adjacent)
corpse in a crazed animal rage, causing all visible enemies to either flee or
become enraged (50/50 chance). Target corpse must be "named".
x ring of magnetization: cause knockback of all nearby foes onto a single foe.
Like Gell's Gravitas in DCSS. Knockbacked foes could possibly hit player, so
player must plan accordingly.
- Attack foe and move behind it.
x ring of insurrection: raise 3-7 nearby corpses to fight a specific mob, for
14-28 turns. Zombies are completely blind and won't fight any other monster
unless attacked.
x ring of electrification: Electrocute all mobs on one side.
- Attack mob, move one tile backwards into corridor (ie with walls on the
other two sides of your character), wait, attack forwards
x ring of teleportation: Zap an enemy, then teleport to where the zap ended
(i.e. Blinkbolt spell).
x ring of damnation: create a fire explosion on all tiles containing foes.
- Move towards a wall, wait, attack in the opposite direction.
x ring of electrocution: Electrocute tiles in four corners next to player.
- Attack in a cardinal direction, move in opposite direction, move
perpendicular, attack again
x ring of cremation: Makes all adjacent foes temporarily vulnerable to fire,
and creates ring of flames in all adjacent squares.
- Move all around mob in four turns (w/o attacking or resting).
x ring of extermination: fire bolt of fire in direction.
- Move forward against guard, move right/left, move forward
Ideas:
- ring of ignition: Summon orbs of lava (a la DCSS' Foxfire).
- Move in zig-zag direction away from mob.
- ring of ____________: (Alvoc) +50 attack speed, -50 move speed
- ring of distortion: (alt) Bends space around player, granting +20% evade and
-20% melee.
- ring of ____________: Grants enemy on conductive terrain "gathering charge"
status, causing them to take damage each turn they stand on that terrain
(status is cured when they walk off)
- ring of demolition: Explosion centered on player, player takes no damage.
(Needs some downside/quirk to make it interesting. Only works if completely
surrounded (by either allies or enemies? hmm, could be useful for summoners)?
Damage is low, but gives player bad/good effect for each enemy injured?)
- ring of ____________: Gives "sanctuary" + disorient status effects. Sanctuary
status damages and .Held's(10) any mob adjacent (cardinals only), and doesn't
affect mobs with .Held. Creates puzzle-like gameplay. Damage could scale with
some stat.
Other ideas:
- Passively allows player to know if they're still being pursued.
- Allows player to see spots near pursuers (but not the pursuers
themselves?) for ~3-5 turns.
- Movement pattern:
- Can destroy a wall tile, sending shards of lethally sharp stone
hurtling towards adjacent mobs. Harder stones == more damage.
.Deafening noise.
- Vampirism idea: vampiric ring of draining
- Drains an enemy for {speed,health,HP}.
- Allows player to see that mob and all tiles within two spaces.
- Player will get a status (paralyzed? slowed? negative regen? traumatize? stun?)
for a bit when the enemy dies OR the enemy sees the player.
- The drained mob immedietely becomes an enemy to everyone.
- If the enemy dies, the player is teleported there in its place?
- Movement pattern: ???
- Causes dark gas to emanate from player. Gas is opaque and blocks all light.
- Causes all nearby machines to lose power for a bit (aka turn out the lights).
- Dismissal: forces all investigating mobs in LOS to return to working.
If resisted by willpower, will reveal player's location to them.
Books
-----
maps
- maps of just mob stations
- maps of just presence of walls/floors
- maps of special item locations (rings/potions)
- maps of machine locations (recharging stations/drains)
- maps of possible stair locations
manuals
- provides boost to a stat the player may or may not be able to take
advantage of, depending on build type.
- missile%
- beginner's manual: lowest stat boosted by 10%; cannot boost beyond 20%
- fencing manual: melee%/evade%
- combat manual: martial combo
- defence manual: evade%
- armor manual: armor% (small bonus, percent based? e.g. +10% of current arm%)
- idea: ability to attack more quickly (decreased weapon delay)
- idea: permanent riposte effect
- idea: open melee effect (book teaches you melee methods that only work in
the open)
- idea: closed melee effect (book teaches how to fight effectively in corridors)
- idea: book of torment -> 25% bloodlust
Threat countermeasures
----------------------
General:
x Patrols looking around 60
x Patrols looking around even more 180
Specific:
- Sentry spires placed in important rooms(s) 80
- Reinforcements dispatched, tracking player normally 200, 300, 400, ...
x Hunter squad sent out (escorted if deadly) 400, 500, 600, ...
Unknown:
x Watcher dispatched to rooms 100, 300, 500
- Floor-wide sweep 400
Unknown/Specific (deadly):
x Iron/lightning spires placed in important room(s) 80
- Using checkpoints more often 160
- Reinforcement squads sent to rooms 200, 300, 400, ...
- Extra member for each patrol 200, 300
Misc:
x Unknown threats should only rise for 30 turns in a row (before guards assume
whatever it was moved along)
x UNLESS incident_count > 10, then it continues rising indefinitely
Animations
==========
- Event animations:
x Basic combat animations
x Throwing items
x lightning bolt, blinkbolt
x Bolts of fire
x Knockback
x Fire explosion
x Electricity explosion
x Normal explosion
x Hostile noticing you
x Picking up items
x Looting chests
- Persistent animations:
- Dormant/sleeping monsters (blinking 'Z')
- Shimmering golden/obsidian/cuprite/rust doors/walls
- Lava and water
- Noisemaking monsters (blinking music sigil)
- Fleeing monsters (blinking '!')
Lighting/FOV:
=============
x Allow for prefabs to "seed" a map
(Needed to ensure that power stations can appear on map)
x Refactor/cleanup FOV helper methods:
x Generalize raycasting function
x Add quadrants to raycasting
x Use raycasting for everyone, remove shadowcasting
x Use matrix to store mob's FOV, instead of array.
x Update memoized sin/cos values
x Ensure that raycasting method doesn't have any artifacts
x Set a filter on area outside FOV (sepia? grayscale?)
x Show vision "energies" on FOV
x Make lighting system affect stealth/FOV
~ Make raycasting use bounding box instead of slower trigonometry method?
Room features/Mapgen:
=====================
- Allow close prefabs
- Make connectors flanked by floors a floor or door
- Terrain system
- Lichen:
x fluorescent fungi
x dead, flammable fungi
x tall fungi (very reduced LOS)
x camoflaging fungi (Camo++)
- brambles (retaliation; dmg on movement; 150% slowness)
- XXX fungi (haste undead)
- XXX fungi (slow living)
- XXX fungi (ctx corrupt effect)
- Floor materials:
x metal (rElec-)
x copper (elec dmg propagation)
x wood (rFire- rElec+)
x carpet (Noise-)
x gravel (Noise+)
x shallow water (Noise+ rFire++ rElec--)
- (v1.x.0) ashes/gypsum (cloud of dust on movement)
- Other:
x platform (less evade%, more melee% and missile%, vision++)
x pillar (+25 evade%)
x Add statues and chests to corners of rooms
x Add posters
~ Allow for prefabs to be rotated
x Allow for prefabs to have alternate layouts
x Allow for prefabs to be restricted to a map
x Create corridors between parallel prefabs/rooms
x Make the "lamps" electric "braziers"
~ Place them in center of rooms.
x Place them in corners of rooms.
x Make them explosive and electrocutive!
* Useless items in bins, cabinets, etc
- dice, deck of cards
x Weapons and armor in cabinets
- Allow multiple subrooms in rooms (BSP?)
- Cave-like boundaries around edges of map in CAV
x Different types of power generators for different maps:
x VLT: coal furnace
x PRI: normal power plant
x CAV: turbines (geothermal)
x LAB: nuclear power plant
x Prisoners chained up to the wall in PRI
- Living Dungeon: useless items in various locations
- Lab offices: potted mushrooms, artwork
- Lab + Workshop corridors: named (ordinary) statues
Morgue files
============
- Show annotated game notes (a la DCSS/Boohu).
- Count the number of times the player "got lucky" (i.e., was at critical HP
but didn't take a hit).
- Show total (IRL) time duration of game.
- Show player's title.
- Show number of steps player was from stairs when they died.
- Record % of aggravated/spooked enemies on each floor.
- Record other interacted machines (fountains, capacitor arrays, etc)
- Record % of explored open space/explored rooms on each floor.
- Record equipment state and HP when leaving each floor.
- Replace augment/aptitude list in front of scoresheet with stat recording when
it was granted to player. (Consistency + less spaghetti info collection code)
Mobs, AI
========
x Make watchers shout loudly
x Allow mobs to shuffle past each other in corridors
x Ensure that laborers don't leave to investigate noises
x Ensure that the EnemyRecord counter is only decremented if the pursuer can
see the last spot where the hostile was seen
x Make watchers smack intruders when they can't run
x Fleeing mobs and mobs that have just spotted an enemy "tell" nearby allies
about the hostile
x Define what undead are somewhere (combat bonuses, stat increases, miasma
emissions, etc)
~ Make cleaners/engineers remove nets shot out by sentinels
x Revamp squad AI.
x Add morale system for each mob, affected by:
x Loss of leader (squad)
x Battlecry of leader (squad)
x Presence of stronger allies
x Presence of stronger enemies
x Presence of many enemies
x Pain,Fear effects
x Miasma gas, other gases
x Buffs on self or allies (haste, might, etc)
- Enemies that surrender or start whimpering when fleeing and trapped in a
corner, or maybe prepare for one final all-out assault
- Dialog
x Would provide excuse for .Enraged status implementation.
- Enemies that suicide when cornered and about to die.
x Patrols report areas that need cleaning
- Living dungeon: haulers occasionally bring prisoners food/alcohol rations
- Living dungeon: cleaners occasionally go over prison cell
- Living dungeon: guards drag new prisoners to replace ones which died
- Occasionally: mapgen schedules prisoner to be placed instead of placing one
- Living dungeon: executioners periodically demolish a prisoner (new dialog!)
- Living dungeon: dead coroners ensure next coroner is escorted
- Living dungeon: spires leave tangled metal behind instead of no corpse
- Engineers/haulers fix/replace dead spires
User Interface
==============
x Add padding between infopane/msgpane and map
x Make it easier to tell the heavily wounded from dead
x Fix showing of display percentage of last damage
x UI for status effects (paralysis, etc)
x Show red/yellow/orange for low health bars
~ Use proper CP407 arrows for staircases
x Show prisoner's activity as "prisoner" instead of {"investigate","attack"}, etc
x Make bg of cell with noise green
x @ command to see player's full AC and stats
x Show information characters next to mob in enemy pane
x *: red: low HP, white: HP
x n: neutral
x p: prisoner/chained
x u: rFume∞
x i: immobile
x f: faster than player
x s: slower than player
x ?: investigating noise
x !: fleeing
x @: grey (unaware), red (seen), pink (remembers), blue (fleeing), white
x Z: sleeping/dormand
- >: drained attribute
- <: increased attribute
- D: unhearing (deaf or not curious)
- <M>: making noise
- ~: off balance (ie won't act again before player's next turn)
Items/Machines
==============
x Add cloaks:
x cloak of silicon (fire resistance)
x cloak of fur (electricty resistance)
~ cloak of velvet
- 30% chance for hostile to not notice mob, even when mob is in hostile's FOV
- Slightly increases dexterity
x cloak of thorns
- 40% chance for a missed melee attack to backfire on attacker, dealing
moderate damage.
- Add evocables:
x "eldritch lantern": dazes or blinds mobs in FOV; blinds player
for 2 turns. 4 charges.
x "symbol of torment"
~ "fume hood" (CAV): Grants rFume∞ for ~10 turns. 4 charges.
~ "hammer": Destroys a machine. ∞ charges; cannot be recharged.
x "iron spike": Jams a door. 1 charge; cannot be recharged.
x "mine kit": Creates mine on tile. 2 charges; cannot be recharged.
x "tinderbox": Ignites a single tile. Like Conjure Flame in DCSS. 6 charges.
x "sparkthrower": Shoots a narrow beam of flames at a target. 6 charges.
- Add machines:
x "capacitor array": kills all mobs without rElec in FOV. Deafening noise.
x recharging stations: 4 charges. 1-2 per level.
~ 'r' key is shortcut to evoke recharging station, when such a station is
in LOS. Doing so invokes it for everything in inventory.
x fountain: Can be evoked to heal player by half of lost health. 2 charges.
Fires/explosions
================
x Make monsters flee sooner if burning?
- Make steam a fire retardant?
Message pane
============
- Messages:
x On using ring
- On mob refusing to swap with player
- On enemy turning to flee
x On recieving a status (Confuse, Daze, etc)
x On seeing a mob cast a spell
x On dodging by enemy or player
x On death
x On resisting a spell
x On swapping weapon
x On making a noise, or mob making a noise
x Messages that require confirm/keypress
x Only print trap messages when culprit is player
x Group identical messages in msgpane
x Attack messages should be nice and descriptive ("You skewer the goblin!")
x Even more descriptive! ("The troll smashes you like an overripe mango!!")
~ Put some messages on same line as previous.
x Unify messages when using ring abilities
x Append "*Stab*" to attack messages as appropriate
Fixes
=====
x Add walls to edges of map after mapgen
x Place stairs only in rooms
x Fix sound propagation
- Reject maps without enough open space
~ Give player credit for deaths caused by malfunctioning machines
- Give player credit for deaths caused by fires
x Show appropriate number of exclamation points on messages about spell damage
x Don't allow confused monsters to attack diagonally.
- Fix bugged liquids with regards to thrown trajectories (fix w/ liquid rework)
Ideas
=====
[+] planned, [~] obsolete, [x] done
~ Layers, as in Brogue? (gas, liquid, surface, floor, etc.)
x Cloaks of invisibility, confusion, blinding, camouflage, electricity
resistance, fire resistance, etc.
- cloak of shimmering: chance of daze mob that spots player?
~ Ring of seeing (magic mapping)
~ Rings have negative effects (decreased piety/willpower)
- obsolete: rings are expected to be worn at all times, not an item that can
be swapped off or on depending on situation
~ Add bonus (or neg bonus) to attacker if defender moved or didn't move in the
past two turns
- obsolete: this game isn't cogmind. besides, too many obscure combat bonuses
is bad.
~ Ring of intimidation that magic maps dungeon based on mob's memory
- obsolete: mobs don't have memory. also, how would the UI tell what was mapped
from another mob's memory vs what the player visited (maybe take a cue from
cogmind and show such portions in greenscale/grayscale/bluescale?)
~ Crafting grid/alchemy by arranging items on map and dancing
- obsolete: too complex
x Lighting system and torches
~ Light colors
- obsolete: would complicate ui too much. "Is that floor color change from a
light color, gas, or something else?"
x Ring of echolocation to magic-map neighbors of sound-producing tiles
- "Night", when guards sleep, torches go out, and night creatures awaken
- "Ghost database" that stores bones for players who died during game, then
shows ingame bones/corpses/undead on other games
x Candles that destory people/objects/rooms when quenched
- "Permeability" instead of walkability, that lets creatures pass if they are
small enough (e.g., rats and small spiders could pass through iron bars)
~ Tile "integrity" that reduces when tile is hit with explosion
- obsolete: too complex
~ Radioactivity system: nuclear reactors, uranium, corium, nuclear bombs that
the player can blow up for fun
- obsolete: too complex, and wouldn't fit lore well
~ Orchestra/Concert, that sings/players instruments and distracts guards
- obsolete: making all the guards move to one corner of the map suddenly is
obviously going to make things easier for player /s
~ Night creatures should pop out of artwork at night
- Stone guardians that patrol map and cast confusion at enemies, but move at 1
tile per 10-20 turns
~ Headstones with previous player's comments on them, or ghosts that mourn
previous player's carelessnes (think DCSS ghosts)
~ Bonus: the ghosts/gravestones are found in the temple in prison cells
~ Pub for guards to get drunk
- obsolete: how would this affect gameplay? (maybe just a vault would be fine?)
x Ring/item to detect powered machines
- Ring/feature to detect what kind of mob made a noise
- Radioactive gas leaking from a warehouse on a few levels, so a kind of food
clock
~ Ability to rifle sleeping/drunk/stunned guards as well as corpses
x Undead have other interesting kinds of negative effects when they score a
hit?
- Reduced max HP, less regen rate, reduced stealth
- Done: corruption mechanic
~ Areas that speed up or slow down mobs
- Lichen/fungi that puts mobs to sleep (enchanted ground)
- Ice/oily floor that randomizes movement
- Sticky ground that reduces evasion
x Mobile traps that can be placed by player and used to lure guards on top
x {Bombs/landmines, bear trap, damage trap} "kits"
x Item/lever player can trigger to unlock locked doors in room, releasing
prisoners and creating maximum chaos.
~ Use Dijkstra for lighting/FOV?
~ Potion and Ring ID system.
- obsolete: too complex
x Blood spattering?
x Speech bubbles in following situations: (removed)
- Smell mechanics that allow, say, hellhounds and snakes to detect intruders
even if they can't see them.
x Ranged melee weapons, e.g., spear and whips
x Add braziers that are built into the walls (aka torches), and use that
instead for corridors
x Some kind of squad-forming fast-moving swarming mob, like killer bees (DCSS)
or swarmers (Cogmind 7DRL)
- done: bone rats
- "cameras kits" that create surface items that keep the surrounding area in the
FOV of all mobs that have a certain ring on
~ Experiment with "bouncing" rays in raycasting routines
~ Ring/item that has leaving a vunerable "copy" of yourself where that item/ring
was activated (that is, *two* tiles have the .mob field pointing to the player,
while the player.coord field points to only one of them).
- obsolete: could lead to subtle bugs
- weapon runes:
x interleaving: Swap on hit
- banishing: Teleports away
x MP-like system that limits how often spellcasters can cast spells (providing
a way to tweak dangerous-ness) and how often player can use ring effects.
x Extremely dangerous (but lucrative) vaults that have golden walls, warning
player of danger.
- Nice floor tile patterns, like Ultima Ratio Regum.
E.g.: ############# ############# #############
#·,·,·,·,·,·# #·,·,·,·,·,·# #▲▼▲▼▲▼▲▼▲▼▲#
#`.`.`.`.`.`# #—.—.—.—.—.—# #▼▲▼▲▼▲▼▲▼▲▼#
#,`,`,`,`,`,# #—,—,—,—,—,—# #▲▼▲▼▲▼▲▼▲▼▲#
#·,·,·,·,·,·# #—.—.—.—.—.—# #▼▲▼▲▼▲▼▲▼▲▼#
#`.`.`.`.`.`# #·,·,·,·,·,·# #▲▼▲▼▲▼▲▼▲▼▲#
############# ############# #############
- Bribing: bribe lone monsters to stay quiet, but they'll turn hostile again if
an unbribed comrade shows up
- Gold + jewelry collection
- Bri(b)ing key to bribe lone monsters
- "Doormat" poster that has welcoming messages on it, right next to stairs
- Maybe describes level's challenges for new players?
x Put actual loot in chests + plus new TGGW-like interace for containers
- Monster: has strong ranged attack with copper weapon, and tries to lure you
into copper ground
- Monster: spell that grants .Explosive status to nearby ally (while keeping
distance)
- Monster: remotely hurl a single ally at player. Both projectile and player
take some damage. Eventually, player is completely surrounded.
- Monster: shoots blinding gas at player from a distance
- Sometimes monsters leave useless limbs behind instead of a corpse
- Spell/item: makes nearby enemies forget about you faster
- Downside: if it fails, makes them remember you longer.
- Inspired by Cogmind's ECM suite
- Spell/item: flingable lava orb! (ie: fiery orb-of-destruction, normally used
by lava flans)
- Spell/pattern/item: Give +X% block bonus on every Xth turn. (inspiration: StS
captain's wheel relic)
- Spell/pattern/item: Give +X% hit bonus on every Xth turn. (inspiration: StS
captain's wheel relic)
- Spell/pattern/item: Deal 3 damage to all visible enemies (or only undead?)
after X turns (or every X turn?) (inspiration: StS stone calender relic)
- Canceled evocables/machines that need reworking:
- summon stone: Summons a random (1-3) number of guards on the level to come
to the command stone's location. 1 charge.
- transporter stone: "Signals" a nearby spire to come nearby. Reprograms spire
additionally.
- "cannons" (LAB): fires projectile in direction, eviscerating any mobs.
Loud sound. 6 charges, pwr-station powered.
- "floodgates" (PRI): creates permanent pool of shallow water.
1 charge, pwr-station powered.
- "canister of sludge" (CAV): can be "broken open" to release torrent of toxic
sludge in direction, creating pool and damaging mobs. Takes 2 turns to empty.
1 charge.
- "canister of fuel" (VLT): can be "broken open" to release torrent of burning
fuel in direction, incinerating mobs and creating pool/cloud of fire. Takes 4
turns to completely empty. 1 charge.
- "blinding torch": Basically a laser. Can be evoked on a monster that can
currently see the player (or *could* see the player, if its LOS was long
enough), and will blind and daze that monster. 4 charges.
- room reader (TODO: name) (LAB): Can be evoked on an opaque tile that's
adjacent to the player, such as a door, and it will show player what's
behind it as if player was standing there. 6 charges.
- Inspired by that article demonstrating ability to roughly determine