The Cathedral of Attnam

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259 bytes added ,  04:27, 8 June 2018
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'''A new quest'''
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* Retrieve a hammer from the catacombs
* Smith gives you a key to petruses wives
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'''Player classes'''
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* Might not be needed
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'''More comments to the code are needed'''
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* Someone should write a guide to code files
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'''There is a power chart for balancing weapons'''
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* Accuracy, power, sturdiness
* Frequency of appearance is used to balance the power
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'''Steppingstone material between meteorite steel adamantine'''
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* The int requirement takes a huge leap
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'''Every weapon class should have an artifact'''
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* More special items would be nice too (f.ex. flaming sword)
* '''WIP''' --[[User:Red kangaroo|Red kangaroo]] ([[User talk:Red kangaroo|talk]]) 17:13, 18 October 2017 (UTC)
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'''Different types of damage'''
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* Slash, point, blunt, burn
* Variance between different weapons
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'''Ranged weapons would get more reasonable to have'''
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* sling for blunt
* bow for point
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'''Items and limbs made of f.ex. gas'''
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* A weapon: "Fan"
* Steam powered Vacuum cleaner (effective against ghosts, insects, thrown items)
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'''Monsters could be put into items '''
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* Iron maiden, Cage traps
* The problem is to make the charachter disappear
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'''A cloud of insects (fireflies, locusts?)'''
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* The catacombs could have lots of insects
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'''Ighalli's god system'''
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* effects should be balanced somehow, so that better effects need better relations
* bad effects
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'''Ghosts'''
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* Ghosts that disenchant items
* Ghost that eats anything in the way
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'''Chaostroms Zombie torso riddance idea'''
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* Limit the torso animation rate to third or quarter of what it is now
* When the groin is severed, the torso cannot turn into a zombie any more
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'''Convert all graphics to 32x32 (J_Kahvi could probably do it)'''
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* Opens possibilities to f.ex. turning into a big monster??
* Would double the objects available
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'''Moods on the dungeon ("quite like underground weather")'''
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* magical weather, tiring weather, hungering weather
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'''Level dynamics'''
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* Too much mining would collapse the level above (Dwarf Fortress style)
* generate not only the level you enter, but the ones next to it
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'''Spreading fire which generates smoke'''
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* Smoke clouds should have a intensity modifier
* In towers and towns wind should blow away the smoke and spread the fire
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'''Insect clouds'''
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* Insects could act as clouds that move randomly
* Beehive that grows... O god!
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'''Side dungeons that go sideways'''
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'''Monty Python'''
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* llamas
* dead parrot
* witches that weigh the same as a duck
** duck flesh and witch flesh
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'''Dungeon types'''
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* Tower dungeon
** very open levels
** if the player weighs too much, the floor breaks
** For a cloack you could wear a Dwarven parachute, which radically decreases falling damage
 
* Small alien side dungeon
** Based on the frenchmen's alien mod
 
* Astral projection dungeon
** only accessible as a ghost
** ghosts could be immune to explosions
** ghosts could move between levels without stairs (see digging up and down)
 
* Midget dungeon
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'''Monsters'''
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* Wand using monster
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* Poltergeist monster
* Insect cloud monstertype that you cannot attack by normal melee attack
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'''Items'''
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* Fan (blows away insects and ghosts)
* Steampowered vacuum cleaner (sucks in insects and ghosts)
* HUGE morningstar type weapon
* weapons destroying walls? You can kick them...
 
* Weapon tweaks
** The stethoscope is a bit strong as a weapon
** Gauntlets don't use unarmed skill (if they're wielded as weapons, maybe they shouldn't either)
** Wielded gloves should affect unarmed skill and worn gauntlets should do extra damage
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== Four Mountains ==
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