ToME 3.0 Development
Moderator: Moderator
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- Keeper
- Posts: 1546
- Joined: Tue Aug 12, 2003 3:08 pm
- Location: The edge of the Abyss
Nerdanel wrote:Here is my rough suggestion for the T-Engine priorities:
Requirements for the beta:
Features: (I think these are fairly important)
- Make it possible to stun monsters. (Or is this a module thing? I think it's common enough to be in the engine.)
- Allow Lua control for monster and item rerolling
- Make randarts possible again.
- Make monster pits customizable.
Big, game-changing bugs: (not absolutely must before the beta, but should have high priority)
- Make breeders breed again.
- Allow living uniques appear more than once per play session.
- Make the map edge code really work. (Travel leading to the correct edges, ambushes in the middle of the square, STar Wars style wildernesses possible without pain...)
Requirements for 3.0: (important bugfixes now that the beta is feature-complete)
- Hunt down and fix (most of) the crashes and freezes.
- Hunt down and fix (most of) the memory leaks
- Hunt down and fix whatever causes broken panic saves.
- Fix the "first item allocation is always 1" bug. (if confirmed)
- Make store action costs work.
- Fix projection effects for extended colors.
- Make monster memory and options loaded when using an old savefile but not using the quickstart.
- Fix the player inventory stacking bug.
- Make items in a store to be always in the right order.
- Make it possible to wish for capitalized egos.
- Fix player placement on returning to SAVE_LEVELs.
- Fix recalling to town generating dungeon monsters.
To do sometime:
- Make the SDL interface have the refined handling of the X11 one.
- Add background colors for the ASCII. (My pet feature request, although I have to admit it isn't that important.)
- Make it possible for the flag MONST_CAN_ENTER to allow monsters enter squares they couldn't otherwise.
- Add a way to specify the number of generated stairs.
- Allow more than one guardian per dungeon.
- Make resizing a terminal repaint it in SDL.
- Make death messages customizable.
- Make weight units customizable.
- Make ambient music repeat properly.
- Fix various music bugs.
- Get dungeon towns working.
- Fix monster escorts generated with opposing monsters
- Make wilderness roads better and no longer ever made of strange substances.
Some of the things on that list have already been done. Of the beta requirements on that list the following things are still not there:
- Allow Lua control for monster and item rerolling.
- Make randarts possible again. (I tried to do it and it's partly implemented but there's a critical bug I haven't been able to find.)
- Make sTar Wars style wildernesses work. (And make them into a subsystem while we're at it.)
- Allow Lua control for monster and item rerolling.
- Make randarts possible again. (I tried to do it and it's partly implemented but there's a critical bug I haven't been able to find.)
- Make sTar Wars style wildernesses work. (And make them into a subsystem while we're at it.)
Zothiqband -- still an Angband variant.
Re: ToME 3.0 Development
Maybe we can "un-sticky" this thread...
Re: ToME 3.0 Development
The problem here is making the STUN damagetype (used by barehanded combat) affect monsters instead of producing a Lua error. But perhaps that's doable only in module code. I need to recheck.
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- Uruivellas
- Posts: 717
- Joined: Tue Dec 13, 2005 12:35 am
Re: ToME 3.0 Development
Oh wow. Good catch if so, over a decade late. I don't think the T3 code base and popular modules are even archived anywhere. How'd you figure that out?