UI and display to do list

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Susramanian
Spiderkin
Posts: 454
Joined: Sat May 15, 2010 3:09 am

UI and display to do list

#1 Post by Susramanian »

Sorry for the huge list, but it was really hard to justify making a post for each of these.

-Indicate somewhere that two-handed mauls have a slow attack rate. Better yet, remove it. It makes them terrible.

-Don't show the material in a randart's name, but do show the type.

-Rename the ring of physical resistance

-Rearrange birth options. Class first, then race, then name.

-Make lore ? symbols blue, make infusion ? symbols green

-Fix snipped description displays of worn items

-Properly update item info display in the bottom of the dialog when the item under the cursor is removed.

-Make melee damage display on 'C'haracter screen take into account physical damage increases.

-Important events, like completing or gaining quests, need to be displayed in their own windows. It's very easy to miss the fact that you get a new quest when you find your first artifact, for example.

-Unimportant events, like running, most definitely should not obscure the center of the screen with a window. We know we're running!

-Walls and closed doors in illuminated rooms should not be visible as if illuminated when standing outside the room.

-Tunneled out spaces that used to be walls are illuminated even when their surroundings aren't. I haven't thorougly checked this, but I've noticed it at least once. It probably shouldn't happen.

-When using the phial to dispel darkness, the square directly under the caster should be dispelled too.

-Let's go back to T2-style illuminations, where whole rooms automatically get lit up when you cast illuminate inside them.

-Wretchlings and their stacking acid clouds (or whatever) totally obscure portions of the screen. Let's not have the graphical effects stack.

-'of Resilience' on shields probably shouldn't be a greater ego. It doesn't compare with the other greater egos on weapons and armor.

-'Nimble' ego prefix needs a space after it.

-Cuirass of the Thronesmen needs lots of fixing. It has no fatigue value, and it displays no name or tooltip before identified. When I first found it I thought my game was breaking, but no, just a buggy item.

-Don't display the interactions between monsters and traps outside the character's line of sight.

-It's possible to move past a square so fast that you don't map it! Example:

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...###...
...# #...
...# #...
@........

If you move slowly past the cell, you'll map the interior:

...###...
...#.#...
...#.#...
........@

However, if you just lean on the right arrow, you'll zip past the entrance too fast to see what's inside!

...###...
...# #...
...#.#...
........@

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