DemonHunt RL - V2.0 Game Plan.
updated July 14th 2010 1:18 AM by Fob Bah
This is my game plan for V2.0 of demonhunt. It's a big list of features I intend to
implement before the september 19th release date for the rec.games.roguelike.development
September Release Party
:)
This page will be updated as features are brainstormed/implemented.
Key: Incomplete
Partially Complete
Completed
Balance/General changes:
- Saving/Loading fully implemented & fixed
- Healing spells abolished completely - these were a big balance problem:
It was optimal to keep two sets of gear, one for magic, one for fighting,
and switching to the magic gear to heal whenever you were hurt.
with only potions now, the game is somewhat tougher, but also far less boring.
- Big changes to player classes to differentiate the three classes.
- New "Special Abilities" - on a recharge timer, not mana
- LOTS of new spells (not that there were many before)
- Special levels
- Sound/Music improved and expanded
- Speed system completely revamped. Very few items grant speed bonuses,
and you cannot put stat points into speed anymore
- Stat points revamped: slightly more frequent levelups, but only 1 stat point per level
(was 2 points per level before - this is a big change)
Monster changes:
- Abaddon is now extremely dangerous (although still quite killable). As to why, you'll have to fight him to find out for yourself.
(hint: don't waste time, get in there and kill him as fast as possible)
- Unique monsters have significantly more character. All unique
monsters will have a range of special abilities, and some will
have their own special levels.
- Uncommon monsters - not as powerful as uniques, but tougher
than the standard fare. These will predominately show up earlier
in the game and will be somewhat rare.
- Monster AI has been improved substantially - especially
their pathfinding.
- Lots of new ranged monsters added.
Dungeon changes:
- Main new feature is special levels:
- These levels will be similar to the challenges in DoomRL.
High risk, but even greater reward.
- Most of the special levels are pre-designed.
- Upgrades to dungeon generating algorithm
- New room types, terrain (lava, water, blood, altars...)
- New level types including outdoor/cavern levels
Class abilities and changes to the player:
-
Abilities for all classes:
| Ability | Description |
| Tunnel | All characters can dig through walls. Takes lots of turns.
|
| Speed | Higher level characters get a speed bonus
|
| Haste | Archers start with speed. Get haste later.
|
|---|
-
Fighter abilities:
| Ability | Description |
|---|
| Leap | Leap over enemies
|
| Reckless Charge | Charge towards an enemy and attack
|
| Stun | Temporary Debuff: Stun targeted adjacent monster
|
| Break Tackle | Causes knockback/stun against monsters around you
|
| Fury | Temporary Buff: Increased spd/atk
|
| Mighty Blow | A single, powerful attack that cuts through armour
|
| Critical Strike | Increase chance of critical strikes - up to 3 levels
|
| Bloodthirst | Temporary Buff: Regain hp upon killing enemies
|
| Bloodlust | Gain temporary bonus attack/speed whenever you kill 2 or more enemies in a row
|
| Whirlwind | Strike all the monsters adjacent to you
|
| Counterattack | Gives you a chance to make a free attack when struck
|
| Sword Mastery | Increase sword proficiency - up to 3 levels
|
| Axe Mastery | Increase axe proficency - up to 3 levels
|
| Balanced stance | Normal Fighting Stance
|
| Cautious stance | Take less damage, slight speed bonus, reduced atk
|
| Frenzied stance | Big atk & spd bonus, HP drains away slowly
|
-
Archer abilities:
| Ability | Description |
|---|
| Rapid fire | Shoot several rounds in one turn. Up to 3 levels
|
| Enchanted shot | Buff: enchant your shots for several turns for extra damage
|
| Escape | Short ranged random teleport - for getting out of crowds
|
| Fabricate Arrows | Manufacture some free arrows
|
| Critical shot | Very powerful single shot - big atk bonus
|
| Piercing Arrow | Acts like a beam of your selected arrow. Tohit bonus.
|
-
Spellsword abilities:
| Ability | Description |
|---|
| Recharge | Temporary Buff: Increased mana regen
|
| Drain health | Offensive spell - drain enemy HP
|
| Detect monsters | Permanent buff - ESP abilities
|
-
Spells:
| Ability | Description |
|---|
| Choking Gas | Light AOE blast attack
|
| Fireball | Medium AOE blast attack
|
| Phase Door/Teleport | Escape abilities
|
| Slow monster | Magic test or speed penalty
|
| Lightning bolt | Lightning beam attack
|
| Death touch | Magic test or instant death. Must be adjacent
|
| Teleport Monster | Magic test or teleport effect.
|
| Cause fear | Magic test or monster flees from player.
|
| Armageddon | Heavy damage fire AOE blast.
|
| Blizzard | medium damage AOE attack. lasts several turns.
|
| Mass Amnesia | All monsters take magic test or forget you're there.
|
| Freezing Blast | Stunning ranged AOE attack. Does light damage.
|
| Nova | Does medium damage in a blast around player
|
| Blazing Trail | Leave a trail of fire behind you.
|
| Fire wall | Create a wall of fire
|
| Sleep Monster | Magic test or sleep effect
|
| Mass Sleep | AOE magic test or sleep effect
|
Item/Equipment changes:
- Reduced drop rate of lower depth equipment. Uncommon items, which will
be not as good as artifacts, but substantially better than normal gear,
will be added to compensate.
- Special wands:
-
Wand of digging: Blasts its way through rock effortlessly
-
Special potions/scrolls:
-
Potion invisibility: temporary invisibility.
-
Scroll of lesser/greater/godly enchantment: enchantment scrolls permanently improve Equipment