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FIX-CRITICAL | ||
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FIX-IMPORTANT | ||
- validate the existance of all generated savegame files, it is stored in the .sav file, would crash if missing so better just promptly look for them... | ||
- disappearing pet angel wont drop all equipped items (the ones we give'm and would not normally disappear...), namely torso armor at least | ||
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FIX-MINOR | ||
- by remembering the previously selected entry list, sometimes the wrong savegame is being loaded, not the "apparently" selected one... | ||
- skeleton dog shouldn't pee..., but could say "tries to pee but nothing happens" :) | ||
- pet with poly ring and polycontrol ring, polymorphing into ghost then into bunny, when back to human will not re-equip | ||
- deny showitemsunder if lantern is on the wall? (amulet of phasing) | ||
- when felist is open, still showing tiny dungeon animated behind... | ||
- the last entry in the savegame list, even after imported, may still show as being in the previous version and after importing a new player name may be used and so a new savegame created, quite a mess... (quite confuse this one, may be a unique bug that only happens when importing some specific random rare old saves...) | ||
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IMPROVEMENTS | ||
- mine::WillExplode() if stepper is trying to pickup, check if levitating and 25+ dexterity (or only dexterity but harder like x2) to let it be disarmed and safely picked up | ||
- craft dismantle w/o forge should require dagger and hammer if has any meltable | ||
- craft test material should allow broken things too | ||
- craft if sat on a chair should lower craft time too | ||
- craft tools should take damage too, mainly if the worked materials are harder | ||
- felist: default remember_selected | ||
- simple pile equal items on "show items under", ex.: if more than 1, simply draw a tiny + sign with 2 drawn white lines | ||
- show items under, begin with the last one, unless if showing them all in lines | ||
- mini map unfold slowly once per frame one dungeon line of squares animation | ||
- remove flag CanBeDestroyed from items that can be crafted? or deny their crafting? or keep as on fumble creates lump? | ||
- show material Str only if in possession of the materials book | ||
- inventory 'i' will be selectable if in possession of the materials book and chosing will show at most 2 lines as filter to the book | ||
- pickup accept many using the same pickup key ',' at least see the other keys cfgs too | ||
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NEW STUFF | ||
- draw the current equipped amulet on the player | ||
- sfx "It smells oddly intelligent here." the good smoke as opposed to "a sinister stench surrounds you" the bad smoke | ||
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================================================================================================================== | ||
DONE: | ||
- add a lsquare token during detect material to highlight the square, the guessed luminance fails at daylight 13:02h | ||
- quick swap weapons hotkey, to also reequip after mining interrupted | ||
- hum?? walk over friendly: chat and wait one turn to let it move | ||
- ?make pet always follow very closely to avoid getting lost from the player? or that is part of the troubles/difficulty? :) | ||
- make pet look at last 3 squares player walked before waiting | ||
- sfx for .*hit.* it is matching white :P | ||
- list item zoom xBRZ, draw the background behind it to make the blending work properly all times! | ||
- craft fluid extraction should not require a specific previous location to resume | ||
- dupPlayerBugFix: check also for duplicity of TrapIDMap as crashing on save | ||
- optionally auto inscribe some map notes like altars, anvil, chair etc | ||
- the materials book could be filtered by typing (felist already can filter anything) |
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