vasiliy wrote
by the way, isn't belt of levitation overpowered? maybe it should allow to travel only that far into the sea before ceasing to work? i mean, if you're too far away from any land square, the game will print something like "you are too scared to fly further", and refuse to go.
The belt is unique so I don't think it's overpowered unless it can't be broken/destroyed. Going to all that work to balance it...imvho, better off spending your mental energy elsewhere.
vasiliy wrote
people, if you are reading this, feel free to comment on my ideas!
i sux at game design (at any design, actually), so i'd love to hear your thoughts. or even your crazy ideas. not that i'm out of things to do (you'd better don't look at my TODO file, it's HUGE
, but if you'll tell me about your ideas sooner, it may shape the code in a specific way to make implementing them easier.
Ok! You want ideas? You
GET ideas:
-Artifact staff with once-a-day polymorph ZAP. Either just rare as hell generated or carried by a unique wizard.
-The first level of a Dwarven city/mine, enabled on the worldmap after speaking to the representative in the cathedral.
SPOILER ALERT. Click here to see text.If you bring back the zombie of khaz-adam in his 'true' state (not hostile or extra-zombified via revival with a Wand of Necromancy) or the scrolls/copied message from the 'betrayal' location and speak to the Dwarven captain of the guard, this brings about a couple screens of text and an ending where you're recruited into the Dwarven army that rapidly begins forming to flatten Attnam.
-A worldmap location
SPOILER ALERT. Click here to see text.where Sir Galladon betrayed and murdered the two delegations
that should not have much of immediate value - rusted/broken/burned items, some bones, and perhaps a 'cave' leading to a second level.
SPOILER ALERT. Click here to see text.This can in turn contain scrolls or engraved messages on the floor that when stepped on/read will allow the "Vengeance" ending
. It's location can be revealed after speaking enough times to a friendly unique zombie or by reading a unique 'tattered scroll' it carries that has a minimum INT score to decipher the faded writing.
"Hearthfire, IVAN edition":
---Basic: Pay dowry, get girl with unique dialog,
decorate her change her gear if you like as any other friendly NPC, but she always runs from combat.
---Intermediate: More than one potential spouse and the actually helpful ones also have INT/WIS/CHR requirements. 'Helpful' spouses remove hunger/tiredness/panic 1x/day. Orphaned children can be adopted off the street if given food items.
---Advanced: You have to buy an empty house from an NPC outside it and craft several furniture items before you're even allowed to try to get a spouse or adopt kids. Extra dialog from your spouse/kid if they are both on your 'team'. If your alignment is more than mildly chaotic, nobody will marry you or let you adopt them!
Expanded Attnam
- Extra rows of houses and a 'marketplace' of themed vendors with tiny stalls - bakers, butchers, locksmiths, carpenters, chandlers, go nuts!
- Public tavern with booze aplenty and beds for rent.
"BOOM, baby"
-Have a way to activate the thaumatic bomb
---Basic: it detonates immediately after activation with a unique endgame screen and a snarky death message.
---Intermediate: it activates but doesn't go off until you leave the current location (and you can't activate it while on the worldmap). Endgame screen with message that you flee to the ends of the earth to avoid being found out.
---Advanced: Detonation occurs as per Intermediate, but there are unique messages depending on what dungeon/location you light the thing off, with negative score multipliers for blowing up a place with innocent people.
---Super-advanced: as above, but you aren't allowed to activate the bomb in the first place if your spouse/kids are on the same map and don't have the "follow me" command enabled....
unless you've turned Chaotic in the meantime, you utter bastard you.