Ideas or changes I would like to make are here.
This is primarily based on feedback from other users right now. I'll address these before moving onto other changes.
Planned features for v2.
- Remove upstairs.
- Replace one dungeon floor (D9) with single floor vault quadrant.
- Replace one dungeon floor (D8) with a single depths floor.
- Remove shafts.
- Tighten up range spill-over altars appear in.
- Reduce overall number of spellbooks, and increase the spellbooks
Planned balance changes to existing functionality for v2.
- Endgame damage is swingy; incoming and outgoing damage very high. would be nice if less one-shots in both directions. Apparently draconians were getting slaughtered with regular rocks!
- Balance zot and depths' uniques which appear in Zot and around Zot entrances.
- Increase difficulty of enemies in the later part of the dungeon.
- Stealth should not cross-train with other skills as it breaks the flow of the game for non-stealth oriented characters.
- Range is too powerful.
- Endgame monster skills need to be scaled down, and HD needs to be increased to compensate to create more balanced monsters.
- Direct damage spell-casting is likely very strong. Revisit after other balancing changes made.
Planned bugfixes for v2.
- Abyss entrances are still appearing in Zot.
- '' still crashes the game.
Changes to improve development and make it easier for people to give feedback.
- enable github issues.
- move everything in this file to github issues.
- create a milestone for v2.
- figure out how you can see ttyrec files.
- enable ci for this repo to build binaries.
Historically planned changed.
I'll complete these before sharing the game.
- remove lair, orc, vaults, depths
- shorten dungeon to 10 levels
- temple always appears on level 2
- remove portal branches besides bazaar
- actually remove depths
- remove drop restrictions for D1 to D4 to avoid too many 'boring' floors
- remove things like adders from D:10 since the game is almost over by D:10
- map zot enemies to dungeon enemies in random gen (for now)
- remove abyss access via banish
- remove abyss access via distortion weapons
- remove abyss access via starting role
- remove abyss access via god abilty
- remove abyss access via distortion unwielding, replace with maligned_gateway
- remove abyss access via Zot trap, replace with maligned_gateway
- remove abyss access via miscast, replace with maligned_gateway
- revert mapping zot enemies to dungeon enemies
- rebalance zot enemies for a 10 level crawl
- remove orb run
- end the game when the player exits the realm of zot with the orb
- enhance skill cross-training to make it easier to use what the dungeon gives over the duration of the game.
- rebalance zot entrances
- nerf dragons to allow having them in the entrances
- nerf ancient liches
- nerf electric golem
- nerf killer klowns AC, EV and damage
- nerf orb guardian damage
- nerf oof damage
- fix zot entrances sometimes having powerful monsters for some reason. I fixed this by hopefully nerfing all of the enemies.
- clean up skill cross-training; have two levels of cross-training highlighting, light blue for common skills cross-training (ie: all weapons skills cross-train) and green for special cross-training (ie: fire-magic and axes).
- put 0.1.0 onto a server when the balance feels ok.
Changes I would like to try, ala hellcrawl.
- remove resistances
- shorten the game to 6-8 levels
- display damage in messages
- monsters have fixed hp
- remove dexterity
- remove bows
- remove upstairs
- remove food
- remove corpses
- remove strength and intelligence
- remove id minigame
- remove id scrolls (v1)
- smooth progression
- add in monsters from other floors
- stealing the orb to increase the players durability and skill-levels
- remove summoning, moving salvagable spells to other scolls
- remove charms, moving salvagable spells to other scolls
- remove problematic necromancy skills
- increase the spell-level of blink to three or four
Small clean-up or refinement changes to enhance the experience.
- no more id-minigame items such as potion of degeneration or scroll of torment, amulet of inaccuracy
- remove curse mechanics outside of Ashenzari
- set all items to 'known' on game start
- spell-book crash when I press ''
- generating dungeon should only say 'generating zot'
- remove cursed +0 or -ve armor and weapons, which are now no brainers to avoid.
- restore the ancient lich 'summon demons' spell.
Ideas which could be taken from other forks.