Someone suggested that there ought to be a sticky with a kind of "to-do" list for v4, in case anyone is thinking about contributing and wondering what would be good to work on. There's a detailed list of tickets on the tracker, but here is a higher-level summary of stuff that nobody's got round to starting yet. (We assume that you've read the v4 FAQ.)
1. Improving item generation. The main issues with this are:
- coming up with a better way of naming non-themed items with multiple affixes
- making certain combinations of affixes exclusive (e.g. "rusty" and "crystal").
- adding more affixes so that every item has a decent choice of prefixes for make, material and quality (as well as magical suffices) of all affix levels
- using affixes to create randarts
2. Improving the new combat system:
- checking that the different approaches (fin/prow/balanced) are approximately equally powered, including whether two different critical hit regimes are required for fin/prow crits
- converting archery to the new system (getting rid of launcher mult in favour of balance and heft)
- making throwing weapons a feasible alternative to archery
3. Overhauling the spell system. This is basically in the hands of whoever wants to do it, but at the very least a careful weeding of unused spells would be good, along with a check that the damage/mana progression of attack spells is sensible. Magic missile is no longer the no-brainer spell for magi, but the same cannot be said of OoD for priests (the higher-damage priest spells are too weak for their cost).
4. Rebalancing races and classes. Making them more distinct (e.g. combat preferences), and getting rid of half-elves for a start. Again, a lot depends on the ideas of whoever wants to do it.
5. Overhauling ID. Getting rid of pseudo (which is rendered pointless by affixes), and replacing it with a sensible approach to obviousness and runes (e.g. material affixes should be obvious).
6. Overhauling squelch. Really goes with ID above - instead of quality squelch based on pseudo, we need to be able to specify thresholds for squelching: <= +X for fin/prow/pvals. Also squelch "anything strictly less good than this item".
7. Improved AI, including monster mana and casting power, and better pathfinding/flow/understanding of LOS.
1. Improving item generation. The main issues with this are:
- coming up with a better way of naming non-themed items with multiple affixes
- making certain combinations of affixes exclusive (e.g. "rusty" and "crystal").
- adding more affixes so that every item has a decent choice of prefixes for make, material and quality (as well as magical suffices) of all affix levels
- using affixes to create randarts
2. Improving the new combat system:
- checking that the different approaches (fin/prow/balanced) are approximately equally powered, including whether two different critical hit regimes are required for fin/prow crits
- converting archery to the new system (getting rid of launcher mult in favour of balance and heft)
- making throwing weapons a feasible alternative to archery
3. Overhauling the spell system. This is basically in the hands of whoever wants to do it, but at the very least a careful weeding of unused spells would be good, along with a check that the damage/mana progression of attack spells is sensible. Magic missile is no longer the no-brainer spell for magi, but the same cannot be said of OoD for priests (the higher-damage priest spells are too weak for their cost).
4. Rebalancing races and classes. Making them more distinct (e.g. combat preferences), and getting rid of half-elves for a start. Again, a lot depends on the ideas of whoever wants to do it.
5. Overhauling ID. Getting rid of pseudo (which is rendered pointless by affixes), and replacing it with a sensible approach to obviousness and runes (e.g. material affixes should be obvious).
6. Overhauling squelch. Really goes with ID above - instead of quality squelch based on pseudo, we need to be able to specify thresholds for squelching: <= +X for fin/prow/pvals. Also squelch "anything strictly less good than this item".
7. Improved AI, including monster mana and casting power, and better pathfinding/flow/understanding of LOS.
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