Pre-release fix list

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Shoob
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Pre-release fix list

#1 Post by Shoob »

This is a list of things that I feel should be added/fixed before the game is released/made public/announced. This list will be changed when input is given and will be divided into categories (confirmation needed, to be fixed, fixed/completed, and future releases)... this first post will be dynamic to reflect the comments made below to keep the list current.

Confirmation needed (basically, any and all things that the game-testers feel should be in the game before it is released, DG has the option to say yea or nay to any of these as he is the one coding):

To be fixed (after DG confirms from previous list that it is important enough to be in the first release):
- traps (pc taking trap damage from a monster that is on a trap (acid and ice traps are most obvious))
- various distance npcs

fixed/completed (just to show progress :))
- wing buffet
- get rid of extraneous # and letters from color displaying (artifacts and the death message come to mind)
- vampire npcs
- black stuff on world map
- monsters on same stairs as player
- summoning/multiply on map edges can result in overlap
- fix rings (% bonus damage ones) (actually not sure on this one, it increases all damage, both taken and dealt, do you want it this way?)
- fix shops (so id missiles, and fix display on them when have many objects)
- let the player decide to undo stuff at the character creation screen
- fix map boundaries (can still run into them forever and a day)
- character dump.
- monster kill screen
- fix quests so that if you beat unique quests before recieved, that you can still beat them
- running doesnt always light up path taken
- switched disarm & evasion
- reduced archery cooldowns

future releases (if it isnt deemed important enough for the first release, but still a good idea for later releases put here):
- dual weapons bug (extra damage from acid, fire, lightning and slime are kept and added together, and given for each weapon)
- scoring system
- high score table.
- add gloves
- quick start
- stop on leaving town stairs (or make it so that you can go up and down anywhere in town)
- make mayors to get quests (gives the starting quest when you get to lvl 3 of trollshaws or amon sul)... (not necessary, just where are these quests coming from anyway :P)

not a bug:
- make it so game skips over grayed out options in 'm'enu and 'e'quipment (this is more of a after release thing imo, put it here though just in case)
- on_melee_hit (or whatever it is called) returns damage twice to dual wielders even if the first weapon killed it (ie second one would have, but never was needed)


if you have anything that you want to add here, just comment below or edit this (I would advise replying if you edit anyways just so it shows as being updated.)
if you do edit this post in the confirmation needed section, unless you are DG, who can edit this whole thing.
Oliphant am I, and I never lie.

Shoob
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Re: Pre-release fix list

#2 Post by Shoob »

this is what I can think of atm, will add more later if I remember more.
Oliphant am I, and I never lie.

darkgod
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Re: Pre-release fix list

#3 Post by darkgod »

- running fixed
- gloves ??
- quick start can be for after release
- adjust cooldowns ?
- unexplored map is undeeded, the far east will be, but the west is known. We are in an age of peace after all :)
- beat quest is fixed
- mayor giving quest for after release
- leaving town on stairs will do for now:)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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Shoob
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Re: Pre-release fix list

#4 Post by Shoob »

well, we do have slots we are not using atm :) (gloves is one of them)

cooldowns should be tweaked, or done away with and use more stamina/etc instead. that is compare a rogue stun with a fighter stun, rogue stun is twice as long. archery cooldowns should be tweaked to to make them more doable (also say how better bows affect your shooting too as right now there is nothing saying anything about that.

ok, true with the map... maybe make your light radius less though ;)

oh and I thought of more:

- character dump.
- monster kill screen
- scoring system
- high score table.
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madmonk
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Re: Pre-release fix list

#5 Post by madmonk »

Shoob wrote:well, we do have slots we are not using atm :) (gloves is one of them)

cooldowns should be tweaked, or done away with and use more stamina/etc instead. that is compare a rogue stun with a fighter stun, rogue stun is twice as long. archery cooldowns should be tweaked to to make them more doable (also say how better bows affect your shooting too as right now there is nothing saying anything about that.
Archery tweak... How does range affect chance of hitting? What I have noticed is that outside a certain range I won't hit anything. If the range does affect things, then perhaps a suitable way out (without touching cooldown) is to increase the range.

Also to add to the list:

Lower the current requirements for Disarm trap - having a Cunning (I think it is) of 28 is very high.
Regards

Jon.

darkgod
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Re: Pre-release fix list

#6 Post by darkgod »

Rogue stun us longer because rogues are supposed to be squishier, it's too much ?
I'll reduce some archer CD yes.

scoring system: any ideas ?


You can update the list?
Also add:
- vampire npcs
- various distance npcs :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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darkgod
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Re: Pre-release fix list

#7 Post by darkgod »

- switched disarm & evasion
- reduced archery cooldowns
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Shoob
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Re: Pre-release fix list

#8 Post by Shoob »

I had to leave shortly after posting that, so thats why it wasnt updated. :)

I think scoring should factor in achievements, experience, victory or death (or life), artifacts found, and player race/class. there could be more stuff too, but that is off the top of my head.
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darkgod
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Re: Pre-release fix list

#9 Post by darkgod »

character dump done and kill counter is inside
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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darkgod
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Re: Pre-release fix list

#10 Post by darkgod »

- fixed map boundaries
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

darkgod
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Re: Pre-release fix list

#11 Post by darkgod »

gloves are not important for release
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

darkgod
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Re: Pre-release fix list

#12 Post by darkgod »

Extraneous #, I fixed death screen but I am not sure what you meant on artifacts ?
Score can wait after release too I believe
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Shoob
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Re: Pre-release fix list

#13 Post by Shoob »

I will put a screenshot up once I find an artifact (yeah all my characters are dead and I am trying rogue :))

actually, it is just pointless to put up a screenshot, let me just say it says "#FFFF00#" before every artifact when you move over it or pick it up or drop it.

also I put another one that should be fixed before release:
- the multiplying weapon bug

basically it is most obvious if you play a rogue... unequip both daggers then put them both back on, the second one you equip will be cloned in your inventory.
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Shoob
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Re: Pre-release fix list

#14 Post by Shoob »

ok... this is a related bug, relating to taking off weapons and putting them back on (LIKE the previous one) however note in this screenshot, how much damage I do and what type, compared to what weapon I am wearing. (yes I did abuse the cloning bug here too)

Image

oh and let me just say that I also do 363 nature damage after that lightning damage, so I do think these bugs are related actually... basically if the lightning doesnt kill them the slime will, if the slime doesnt kill them, well, I get my second dagger attack :P
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Shoob
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Re: Pre-release fix list

#15 Post by Shoob »

added more stuff

and I think that once you are ready to release, and whatnot, that you give the existing lua code (at least) to madmonk and I (at least) to run through and fix any errors in spelling and grammar. then we give you back that code and you can work from there.
Oliphant am I, and I never lie.

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