Some up-dates on what I'm working on:

On Thu, Jan 27, 2011 at 12:08 AM, David Ploog <dpl...@mi.fu-berlin.de> wrote:
> * Holy monsters (Jude)

Yes, I'm still working on these. Shedu are mostly complete but still
need a bit of bug-fixing. Pearl dragons are complete but may need a
damage nerf. Ophan are complete. Shades are complete.

Still to-do: phoenixes (resurrection), paladins (everything;
sacrifice), blessed toes (tweaks); silver star (zin bolt spell still
needs implementation).

> * Troves (Elliptic and I will address these)

Excellent. I'm now unsure about these, but oh well.

> * Feature mimics
>   Currently, players can (and perhaps do?) throw rocks at features. This
>   is bad; feature mimics should not react to ranged attacks (in particular
>   take no damage). They should only attack in melee range.

Regardless of generation stats, the player should not be throwing
stones at every feature in case it is a mimic. Thus they will only
respond and be revealed in melee range. People may be unhappy with
this, but tough; the only other option would be to remove them.

>   There is also an issue with glyphs. Neither item nor feature mimics
>   give any visual indication they're not items/features after you have
>   discovered them. That's bad and I suggest some branding to keep the
>   flavour but make them standout.

I'll look into this.

> * There is a list of problems to be tackled under
>   https://crawl.develz.org/wiki/doku.php?id=dcss:planning:0.8_features
[snip]

For note, this is basically my current to-do list, prioritised roughly
in order of "important, to-do for 0.8 if possible" to "it would be
nice". The ones at the top are things I'm aiming towards for 0.8. I'm
just noting them here so that other people know I'm working on them
and we don't step on each other's toes, etc, rather than to go "I'm
thinking of doing this, what do you think?".

* Monster death effects, specifically Pikel's slaves, Kirke's hogs,
etc. I've started work in a local branch on code to make this work
across floors, now that the capability exists (or rather, now that
each individual monster has its own serial number). This has been a
large source of frustration for both developers (having to enforce
strange behaviours like not taking stairs, etc) and players ("I killed
Pikel off level but some of his slaves are trying to kill me HELP").
* Orb noises. I started work on this and will need to tweak it to add
some fixes. Currently the fake_noisy function I wrote does not work,
as my understanding of the noise system was outdated and thus flawed.
I will fix this.
* Lair ending maps: I have a plan for fixing the loot/XP imbalance. I
will enact it shortly.
* Vault defined shops are almost complete. There may be some bugs, but
I believe this code will be a big help to Johanna with the tutorial.
* Minor monster tweaks: Jory's map does not currently implement the
"summoned" status that David suggested previously and which I would
very much like to see in action. There are some other suggested
changes that I have in a text file somewhere, but all in all, not too
important.

Homunculus spell should wait until 0.8. I will code it but it can just
not go into spell books and thus not be accessible via 0.8.

Other quick thoughts: I recently did some changes to monster
invisibility. This should be balanced, and also requires some sort of
hash mapping in order to make it determinative instead of updating
every screen refresh and thus causing information leak; I'm also
uncertain of how it works in tiles.

-J

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