See also the thread in the ToMEnet forum http://forum.t-o-m-e.net/viewtopic.php?t=20976.
Aim: Implement new town and option of choosing starting position in ToME 3.0 with the current ToME module. Umbar (the new town) is more suitable for evil races and characters.
Done:
City of Umbar map.
Set start position to Umbar.
To Do:
Set start position within Umbar.
Make deep water impassable to players in Umbar.
Make deep water impassable to land-bound monsters in Umbar.
Set entry position when going to Umbar from the wilderness.
Extend world map downwards a few characters.
Bugs:
When entering Bree the player is trapped in trees.
Terrain generator creates trees far too often.
Roundtuit and wishlist:
(e.g. not going to happen any time soon).
Implement alignment system
Implement 'evil story questline'
ToME engine feature requests:
Ability to delete characters while in load screen.
B1. When entering Bree the player is trapped in trees.
I think this is a feature of ToME, not anything I've done. It only shows up when you enter a town for the first time. Usually people start in Bree so it wouldn't be obvious. There should be a method of setting default entrance points for town maps.
B2. Terrain generator creates trees far too often.
As I see it that generator code should result in lots of grass, some dirt and a few trees. Is it broken, or don't I know what I'm doing?
T2 Make deep water impassable to players in Umbar.
T3 Make deep water impassable to land-bound monsters in Umbar.
I think I need to do something with the flag NO_WALK. Possibly create a new feature FEAT_OCEAN
There's also the ALLOW_IN_OCEAN flag - but that only seems to be used on a map-wide basis. (e.g. for ocean wilderness areas, etc.)
Aim: Implement new town and option of choosing starting position in ToME 3.0 with the current ToME module. Umbar (the new town) is more suitable for evil races and characters.
Done:
City of Umbar map.
Set start position to Umbar.
To Do:
Set start position within Umbar.
Make deep water impassable to players in Umbar.
Make deep water impassable to land-bound monsters in Umbar.
Set entry position when going to Umbar from the wilderness.
Extend world map downwards a few characters.
Bugs:
When entering Bree the player is trapped in trees.
Terrain generator creates trees far too often.
Roundtuit and wishlist:
(e.g. not going to happen any time soon).
Implement alignment system
Implement 'evil story questline'
ToME engine feature requests:
Ability to delete characters while in load screen.
B1. When entering Bree the player is trapped in trees.
I think this is a feature of ToME, not anything I've done. It only shows up when you enter a town for the first time. Usually people start in Bree so it wouldn't be obvious. There should be a method of setting default entrance points for town maps.
B2. Terrain generator creates trees far too often.
Code:
generator= { FEAT_DIRT, FEAT_DIRT, FEAT_DIRT, FEAT_DIRT, FEAT_DIRT, FEAT_DIRT, FEAT_GRASS, FEAT_GRASS, FEAT_GRASS, FEAT_GRASS, FEAT_GRASS, FEAT_GRASS, FEAT_GRASS, FEAT_GRASS, FEAT_GRASS, FEAT_TREES, FEAT_TREES, FEAT_TREES, }
T2 Make deep water impassable to players in Umbar.
T3 Make deep water impassable to land-bound monsters in Umbar.
I think I need to do something with the flag NO_WALK. Possibly create a new feature FEAT_OCEAN
There's also the ALLOW_IN_OCEAN flag - but that only seems to be used on a map-wide basis. (e.g. for ocean wilderness areas, etc.)
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