| High |
Done |
Basic object avoidance. |
|
| High |
Easy |
Code generic monster code for new monsters: Avar, Avar Chieftain, Avar
Shaman, Shatterlings, Dragonfly, Cave Orc, Orc Warlord, Orc Wizard, Shadowbeast,
Ghoul. |
|
| High |
Easy |
Guard behavior (monster attacks anyone fitting a certain profile). |
|
| Mid |
Easy |
Wimp behavior (monster will flee when down to X% health). |
|
| Mid |
Easy |
Friend behavior (monster will defend any 'friend' PC or monster that
is attacked). |
|
| Mid |
Mid |
Code special monster abilities for Avar Shaman (spellcasting), Shatterling
(breaking into biglings and littlelings), Orc Wizard (spellcasting). Shadowbeast
(darkening), Ghoul (raise dead), Lupogg King (blind) and Dragonfly (breathing). |
|
| Mid |
Mid |
Faux combat behavior (monsters pretend to attack each other, but in
actuality are doing no damage). Add behavior to Fairies. |
|
| Mid |
Hard |
Pet behavior (monster follows either a PC or a monster around without
attacking him). |
|
| Low |
Hard |
General pathwalker behavior (monster walks a predetermined path). |
|
| High |
Easy |
Change 'item' quests so the NPC has a reason for wanting said item,
which he states aloud. Make additional reasons easy to add. |
|
| High |
Tedious |
Add additional generic NPCs: Healer, Blacksmith, Innkeeper, Tavernkeeper,
Tailor of Island, Tailor, Repairer and Vaultman to Jasper, Banker, Vaultman,
Healer, and Repairer to Barloque, Tailor to Cor Noth, Healer to Marion. |
|
| High |
Tedious |
Add new backstory elements and more recent features to 'random chatter'
in speech library. Remove outdated and inane stuff. Add more triggers. |
|
| High |
Easy |
Add Riija Monk. |
|
| High |
Easy |
Add vaultman NPC type. |
|
| High |
Easy |
Improve 'quest eggs'. Make a variety of item types (instead of signet
rings) with additional types easy to add. Make them so they aren't newbie
only. |
|
| High |
Mid |
Revisit factions scenario. Even out playing field. Remove modifiers
from 'player' and put them in 'system'. |
|
| High |
Mid |
Add NPC gossip about PC history: Notable quest completion, guild shenanigans,
princess/duke gossip, spell/skill school mastery, assassin game gossip,
who killed the yeti, even unlikely couples. Make more easy to add. |
|
| High |
Mid |
Add 'courier' quests, where an NPC gives you an item of type X, which
you must take somewhere. Additional reasons and/or item types should be
easy to add. |
|
| High |
Hard |
Change message quests so that the players carry one of a variety of
message types, all of which make sense somehow. Make additional message
quest possibilities easy to add. |
|
| High |
Hard |
Add quest stacking, where an NPC will give someone who completed one
quest another as a reward. |
|
| High |
Hard |
Add better maintenance and debug routines to the quest engine. |
|
| Mid |
Easy |
Make at least some quests 'personal', so they aren't given to everyone
in the game (so everyone gets some quests, and they don't give certain
quests to others). |
|
| Mid |
Easy |
Have NPCs put a bounty on the head of a PKer. |
|
| Mid |
Mid |
Add wandering NPCs: Minstrel, Adventurer, Drunk, Missionary of Shal'ille,
Wizard. |
|
| Mid |
Mid |
Make prize value depend on quest difficulty. |
|
| Mid |
Mid |
Have NPCs give quests based on you (i.e. newbie only quests, experienced
people only quests, good karma quests, etc). |
|
| MId |
Mid |
Convert completed quest list to a bitvector in player. |
|
| Mid |
Hard |
Add 'Assembly Quests', where a player must get 2-7 pieces of an item
and deliver the assembled whole to an NPC. Make additional assembly quests
easy to add. |
|
| Mid |
Hard |
Add 'Quest Webbing', where 2 quests are needed to be done (in any order)
to get a third. |
|
| Low |
Easy |
Allow players to ask around for work. |
|
| Low |
Easy |
Turn one NPC into a random number generator, for guide-run lotteries. |
|
| Low |
Easy |
Add auto-generated hints about monster resistances and susceptibilities. |
|
| Low |
Easy |
Add blacksmith NPC type. |
|
| Low |
Easy |
Add healer NPC type. |
|
| Low |
Mid |
Fix design flaw which prevents buyers of EQ from being quest nodes. |
|
| Low |
Mid |
Add time element to quests ('You must do this before the clock in Cor
Noth strikes 6"). |
|
| Low |
Mid |
Make Rook less stupid. |
|
| Low |
Hard |
NPC personalities and mood changes (i.e. you can anger an NPC
by spamming him). |
|
| Low |
Hard |
Have NPCs put a bounty on the head of a certain supermonster or 'rogue'
monster. |
|
| Low |
Hard |
Have Quest Engine use alternative hints (i.e. "tos blacksmith"
instead of "colhorr". |
|
| High |
Mid |
Improve targetting UI for spells and missile weapons. |
|
| High |
Mid |
New 'vaultman' UI, for weapon storage. |
|
| High |
Hard |
Improve buy UI. Possibly combine with 'sell'. |
|
| High |
Hard |
Improve stats/advancement UI, so more information is available. |
|
| High |
Hard |
UI for activatable skills, such as 'cutpurse'. |
|
| Mid |
Easy |
Add 'insignia' position on player look dialogue. |
|
| Mid |
Easy |
Allow a person to have multiple titles. |
|
| Mid |
Mid |
Add encumbrance gauge. |
|
| Low |
Easy |
Seperate 'buy' from 'learn'. |
|
| Low |
Mid |
UI for inscribing weaponry, wedding rings or for guides to put messages
on pieces of paper and signposts. |
|
| Low |
Mid |
Add Blacksmith Repair UI. |
|
| Low |
Hard |
Room Rentals at inns, so players can go someplace and talk privately. |
|
| High |
Mid |
Add generic clothes (no special abilities): vest, robes, cape, dress,
chain skirt, leather cap. |
|
| High |
Mid |
Put all new clothing (and clothing options) available somewhere in
game. |
|
| Mid |
Easy |
Add new shield w/special ability: Bone Shield. |
|
| Mid |
Easy |
Add new armor w/special ability: Hide Armor. |
|
| Mid |
Mid |
Add new headgear w/ special ability: Ivy Circlet. |
|
| Mid |
Mid |
Add new headgear w/special ability: Leather Mask. |
|
| Mid |
Mid |
Fuzz generated armor special abilities. Make them use XLATs. |
|
| Low |
Easy |
Build new character poses out of existing parts: dance, bow, curtsey. |
|
| Low |
Hard |
New character pose: sit. |
|
| High |
Easy |
Raise Dead. Teleports dead person from the underworld to his corpse. |
|
| High |
Mid |
Silence: speech is impossible inside the room. |
|
| High |
Mid |
Foresight. Returns a partial list of spells opponent has. |
|
| High |
Mid |
Resist Poison. Makes it more difficult for target player to be poisoned. |
|
| High |
Mid |
Apparition. Creates 1 HP version of common monster, which then
chases down foe. |
|
| High |
Hard |
Forget: causes target to forget a random spell he knows for X long. |
|
| High |
Hard |
Detect Invisible, Detect Good, Detect Evil. |
|
| High |
Hard |
Counterfeit: Creates a fake token that looks real in all respects,
but a councilor will not accept. |
|
| High |
Hard |
Truth: Dispels all illusions in room, and prevents more from being
cast as long as spell is in effect. |
|
| High |
Hard |
Fog. Makes it difficult to see in room. |
|
| High |
Hard |
Polymorph: Player takes from of monster type, loses name, and gets
some of that monster's special abilities. |
|
| High |
Hard |
Dispel Illusion. Gets rid of all illusions in room. |
|
| Mid |
Easy |
Blur. Use existing ROP. |
|
| Mid |
Easy |
Flash: Brightens everyone viewpoint momentarily, and cancels trances. |
|
| Mid |
Easy |
Haste- player can run without vigor loss. |
|
| Mid |
Mid |
Sporeburst: Paralyzes everyone in the room, including caster. |
|
| Mid |
Mid |
QorBane: Anyone who casts a Qor spell loses X health points. |
|
| Mid |
Mid |
Deathlink. Caster gains some bonus, any time someone in the room dies. |
|
| Mid |
Hard |
Paralyze. Trance spell, player is 'held' until player takes damage
or caster loses trance. |
|
| Mid |
Hard |
Animate. Turns corpse into a pet zombie. |
|
| Mid |
Hard |
Personal Apparition - Creates a monster that only the target player
can see. |
|
| Mid |
Hard |
Illusionary Wounds and Poison. Player has X additional (or fewer) HP
until enchantment goes away. |
|
| Low |
Easy |
Martyr. Drastically increases the odds that target's death will create
a revenant. |
|
| Low |
Easy |
Spirit Hammer. Creates a shortlived pro-good mystic weapon. |
|
| Low |
Easy |
Distract: causes monsters in room to chase target. |
|
| Low |
Easy |
Fumble: forces target to unuse weapon. |
|
| Low |
Mid |
Shal'illebane. Anyone who casts a shal'ille spell loses some serious
vigor. |
|
| Low |
Mid |
Warp Time. All Trance spells in room take considerably longer to go
off. |
|
| Low |
Hard |
Anonymous Spell: removes name from player's head. |
|
| Low |
Hard |
Mirror Image. Makes monster version of caster who attacks anyone who
comes close. |
|
| Low |
Hard |
Wall of Flame, Wall of Thorns, Illusion Wall. |
|
| High |
Hard |
Make all spells use an 'effectiveness' value from 1-100. This 'effectiveness'
value can be later derived from a multitude of factors, but for now should
be limited to a player's spell ability. |
|
| High |
Hard |
Examine current spell advancement. Simplify, gentle the curve,
and make more information available to the spellcaster. |
|
| High |
Hard |
Adjust formula so that adding a new spell or skill doesn't disrupt
the learning balance. |
|
| Mid |
Mid |
Add trance to high-damage causing spells. |
|
| Mid |
Mid |
Make room effect spells ignore newbies instead of being blocked altogether
by them. |
|
| Mid |
Hard |
Have advancement formula better deal with rarely cast spells. |
|
| Mid |
Hard |
Toggle spell potencies, so more powerful spells are weakened and percieved
worthless spells are strengthened. |
|
| Low |
Hard |
Add 'degrees of failure', so there are lessor failures (spells not
lasting as long, etc) or major failures (blows up in face). |
|