(previous work in progress is viewable by looking at the page history)
Contents
Todo
What with the bug release... err, no... bug fix release out of the way, I plan to start work on quests, and a few other things:
- Primary: (stuff that will be done before next release)
- Redo all quests, either beautifying them, or rewriting them to fit with the plot/towns, or making entirely new ones.
- Finish Second Ephel Brandir quest.
- Sort rivers and coastline.
- Bridges and fords, water movement.
- Redo all quests, either beautifying them, or rewriting them to fit with the plot/towns, or making entirely new ones.
- Secondary: (stuff that may be done by next release)
Revise maia to be more godly. (Thanks, Drusilla et al. for pointing this out.
)
- Tertiary: (stuff that probably won't be done by next release)
- Currents.
- Everything else - this list will grow some. Parts may move to the 3 categories above.
- Improve town maps in general. Some of them are rather bare atm.
- Make graphic tiles work again.
- Code t-junctions rather than crossroads where they're needed. Luckily this can be done without more wf_info features, as I'm running steadily out of symbols...
Put add_loadsave()'s for quests in the ["data"] key instead. (see what 3.0 does first though)
- When the quests are done, go through and make the monster generation dependent on name, not index, as those are far more stable. (N.B. 3.0).
Done
- Bug fixes:
- Fixed a bug caused by the movement of snow...
Fixed a problem with excessively devout elves in Eglarest. >.>
- Remembered to put Brithombar back due to having freed up a town slot.
- Fixed Maedhros quest bug, which stopped it from being completable.
- Quests:
- Done a bit of general maintainence and variable tidying.
"Chart Quest" done... -- this one is kinda different
- "Bandit Quest" completed. I need to add in an artifact, and get the creation of an ego item working properly, but that's gone on the "objects" todo list.
- "Maedhros Quest" finished, though I'd like to get the random treasure done better. It might be a bit hard, but that can be tweaked.
- First house quest (Ephel Brandir) finished.
- Second house quest done (Menegroth).
- The Third house quest joins the other two. (Gondolin). Probably more difficult than previously...
- Fourth house quest (Belegost). I must say I'm pleased with how this has turned out. Hopefully it's nice and atmospheric.
- Second Ephel Brandir quest half mapped. Still to put in monsters + code.
- Monsters:
- Non-movings by Cosmic Gerbil added.
- Oh yes, and creeping coins are back in the monster list... I need more variation.
- Dragons are back to the standard ToME format, with some name changes.
- Undead are back in (z and L). The descriptions of the L's have been changed to make them more Tolkienian.
- Wilderness:
- Stopped the player from wandering across the sea on foot. So: no more kraken ambushes. I expect I can think of something else worse to make up for it though. :P
- Minor changes to the wilderness map: lakes no longer the same as seas.
- Roads now properly go over borders.
- Can't cross the Sirion / Gelion except at the fords / bridges.
- Misc:
- Special levels luaised and monsters reassigned.
- Lots of features added to f_info.txt, mainly for quests, though they may see use elsewhere.
- Moved docs from website to wiki. Better over here I think.
At the moment
2006-04-24 15:51:38
- Done a bit more work sorting the special levels. Nothing interesting, just bug prevention.
- Started on a quest map (Dagor-nuin-giliath). Most of the terrain done. Monsters next.
2006-07-18 12:26:20
- Attempting to pick up again on monsters for fourth house quest. It's being troublesome though, since I can't seem to change the monster level from the default town (from where the quest is entered) to being about lvl60, which is what I want. Neither using the special level type random monster gen, nor custom lua hack seems to work.
2006-07-19 12:46:51
So... I was hoping that setting the level of the quest to 60 would mean any monsters generated from it were of that level, but it would appear not. Setting the monster_level variable does not appear to work either (or at least I don't know what hook to use). But it will work when the game is saved, exited and reloaded. So that may be a bug. Anyhoo, the problem is solved. I put in a 1lvl dungeon and lua'd the monster gen. Need to check quest through, then it's done.
- Improved the lua map loading util I'm using.
- Have vaguely remembered what I'm doing with lua. :-/
2006-07-20 12:41:27
- Done the Belegost (4th) house quest.
- Added a new function to my utils file (counting the enemy monsters on a level).
- Reminded myself of what else needs to be done... Ephel Brandir 2 is next.
2006-07-21 12:29:40
- Started messing with rivers again. I have a cunning plan.
- Some tidying up of functions.
Chatter
feel free...
TheFalcon: I seem to have enough time to do a little work on this again. Can't promise it gets anywhere though.
ToME Wiki