VOGONS


Reply 20 of 21, by delinthe

User metadata
Rank Newbie
Rank
Newbie

Hey everyone below is the current 1.6 roadmap. This is still a work in progress so nothing is set in stone. I am working on a couple little tweaks and bug fixes for version 1.5.4 which I've included below as well. I'm always open to and appreciative of feedback and ideas! Let me know what you think.

-------------------- 1.5.4 Roadmap -------------------

[] BUG - Level 6 monsters not spawning

[] CHANGE - minimum monster party level should increase slightly faster
[] CHANGE - low tier npcs should never stop being spawnable

-------------------- 1.6 Roadmap --------------------

[] FEATURE - New functionality - Monster Spawners - destroyable portals that will periodically spawn monsters into the dungeon level
[] FEATURE - New functionality - ADLIB audio
[] FEATURE - New functionality - Unbreakable walls

[] FEATURE - New functionality - Enchanting Equipment - uses scrolls enchanting up to +4 safe for weapons gives +1 to items highest stat, after +4 1/[target enchantment level] chance to succeed or weapon is
destroyed for every level over 4 +3 for highest stat. same for armor but +6 is safe.

[] FEATURE - New functionality - Alignment - Based on number of NPCs killed vs Monsters Killed. -3 Alignment for killing NPC, -5 for killing NPC who has helped you (peasants and beggars don't count because
talking to them conveys no benefit), +1 Alignment for killing Mob. Graded scale with Alignment names [Prime Evil, Evil, Chaotic, Rogue, Neutral, Just, Honorable, Heroic, Radiant]
[] FEATURE - New functionality - Alignment should effect an NPCs willingness to interact with you, the lower your alignment the lower the chances they interact, if it's low enough they should attack you
when you try to interact, if they chose not to interact but not to attack they should use up their interaction and give you a rude message. High alignment: additional benefits (Stay at inn twice, shop with
merchant/trader twice, knights never attack player, two pieces of equipment granted or upgraded by blacksmiths)
[] FEATURE - New functionality - Alignment should be included in high score

[] FEATURE - New functionality - Monster special attacks and abilities
[] FEATURE - New Monster Ability - Poison - Add to spider - 1 to 3 turns of player damage (1-3 points per round)
[] FEATURE - New Monster Ability - Disease - Add to Zombie, Ghoul - random stat reduced by 1 until cured
[] FEATURE - New Monster Ability - Slowed - Add to slime, great serpent - lose 1 combat round every 3 rounds until slowing monster is killed
[] FEATURE - New Monster Ability - Thief - Add to bandit - steal gold from player (added to reward when combat is won, lost if player flees with teleport or smokebomb)
[] FEATURE - New Monster Ability - Summon - Add to dire wolf, cultist, lich, demon, arch-demon - Summon a monster to aid (dependent on summoming monster, high percentage change to fail)
[] FEATURE - New Monster Ability - Firebreathing - Add to dragon, elder dragon - deals magical damage to player
[] FEATURE - New Monster Ability - Heal Self - Add to - Wraith, Lich - Heals self based on wisdom
[] FEATURE - New Monster Ability - Heal Others - Add to Cultist, Demon - Heals others but only specific monsters IE cultist can heal imps and demons but nothing else

[] FEATURE - New NPC - Archmage - Teaches a spell or improves mastery of existing spell. If all spells are maxed gives message "There is nothing more I can teach you"

[] FEATURE - New NPC Ability - Healer also heals disease and slow conditions

[] FEATURE - New Monster - Mimic - only spawnable as single enemy encounter from chests with unique message "Oh no a mimic!", always drops high tier loot.

[] FEATURE - New Item - Smoke Bomb - single use item allows players to escape battle but doesn't teleport them
[] FEATURE - New Item - Scroll of map dungeon - shows entire current level
[] FEATURE - New Item - Scroll of egress - shows stairs on current level
[] FEATURE - New Item - Cure Potion - Heals disease condition

[] FEATURE - New Spell - Cleanse - Removes Poison, Disease, Slow conditions
[] FEATURE - New Spell - Detect Traps - detects traps success for each trap based on wisdom vs trap difficulty
[] FEATURE - New Spell - Armageddon - destroys everything on the floor except stairs down (walls, npcs, monsters, chests, spawners)

[] FEATURE - New functionality - Trap Squares - Hurt player, or grant conditions like slow, disease, or surprise battles; can be detected by player based on agility * wisdom vs trap difficulty rerolled every time player moves
adjacent to trap square , also detectable with detect traps spell; not present on easy
[] FEATURE - New Trap - Spikes - Damages player, save calculation for hit based on agility, calculation for damage based on player defense
[] FEATURE - New Trap - Slow - Player slows down allowing monsters and npcs two moves per player move, save calculation based on higher of wisdom or agility, calculation for length random 1-10 turns.
[] FEATURE - New Trap - Disease - Player gets -1 to random stat, calculation for save wisdom
[] FEATURE - New Trap - Surprise Battle - Player is attacked and moves second, calculation for save agility, on save monster party spawns in adjacent square to player rather than initiating battle

Reply 21 of 21, by vetz

User metadata
Rank l33t
Rank
l33t

Thanks for providing the roadmap. I really look forward to the Adlib support the most.

Testing 1.5.3 on my Olivetti and it works. Also tested the game on a Zenith Z-150 (XT) machine with no issues. I don't really have much more to add currently. I feel I need to spend some more time with the game before I'm able to give some more feedback.

3D Accelerated Games List (Proprietary APIs - No 3DFX/Direct3D)
3D Acceleration Comparison Episodes