So far, I have (typos, poor grammar and all):
- Implement First level spells - have an array of ints to represent turns left for each spell effect
- Change item generation so monsters drop more items and less are generated on the floor.
- Corpses - some creatures drop corpses that can or cannot be chopped for food. Mainly humanoid or goblinoid or animal, or giant, but some are poisonous.
- Reading a scroll or normal fighting or digging and opening doors produces noise - awakens any monsters within sight. Even ones out of visibility range e.g. "Something stirs in the darkness" a
- Stealth bonus to stealth skill is reduced by wearing heavy or medium armour. Also thieves get class bonus
- Add bonus to character stealth roll based upon distance to monster.
- Monsters attacking makes noise
- Monster morale? Some monsters flee if overpowered. Make an alert message to say this.
- Thieves learn sneak much much quicker than other classes
- Update item descriptions to make more grammatical sense. .
- Add Elemental invasion gates. That occasionally pump out more creatures every one hundred turns or so so eventually the levels get filled up. Keep a count of the number of creatures killed - if none then allow the gate to be destroyed. Add count to dungeon object to keep track of this.
- For monster pathing, if monster is weaker then set path to go through, and then swap them with message for pushing past - set other monster squares for pathfinding algorithim to small values equal to uncontested terrain.
- When there is a unique present on the level, add a level feeling message like "a voice in the distance yells 'who disturbs the domain of blah the bleh'" - randomise the message slightly.
1 comment:
coold additions, keep it up ! :)
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