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adventure mode todo v2.0.txt
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adventure mode todo v2.0.txt
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Junkyard
- Set seismic charges to cause low-grade cave ins (lots of falling sand blocks)
- Add skull piles?
- Set blood moons to generate these on the surface (with an "incubation" time)
- Drop ectoplasm and anti-nectrotis potions on break
- Implement projectile shooting (skeletron skulls, but they cause curse)
- Add to world gen
- Implement tile sheet
- @Necrotis
- Implement anima leveling
- Levels add resistence against anima drain
- With each ectoplasm consumed, add exp
- Cap out at level 7
- Add indicator of level to anima
- Hotep Pendant accessory
- Implement short (+20s) mana "overclock" buff (+5 * lvl) + mana heal (+100) at cost of anima (25%?)
- Implement clickable ankh (with hover effect)
- Define item
- @Boss Reigns
- Add radio message from guide during wave peak event (clarify need to kill a boss)
- Implement "waves of darkness"
- Set PBG to block out distortion debuffs and shader
- Implement wave
- Above ground only
- Mild quaking
- Necrotis increases a little
- Underground only
- Heavy quaking
- Necrotis increases a lot
- Harmless arcs from floor at random
- Random distortion debuffs
- Moon lord void shader in effect
- Implement a "Wave of Darkness" debuff (describes phenomena)
- PKE goes haywire ("ERROR")
- Add periodic random low quaking effect (builds up when waves are near)
- Implement item to indicate time until next wave
- @Name candidates
- Apocalypse Stone
- Apocalypse Tome
- Petrified Skull
- Ancient Rosary
- Wilting Flower
- Spooky Goblet
- Add 'infrastructure' mechanic
- Increase raft resupply rate based on metric
- Increase metric with each furnishing kit, rails kit, ropes
- Add info widget to indicate quantified amount of infrastructure
- Intro tutorial
- @Plan
- 1. The screen view is locked onto the raft until the player accesses the barrel.
- 2. The screen view locks onto the beach and raft until the player builds a furnished house.
- 3. A 1 hp world gate exists past the beach that impedes progress until removed via PBG.
v2
- @Finish Mod Libs
- Migrate TileDrawDefinition to a class
- Implement CancellationTokens for tasks
- Remove obsolete crap (reconsider TileDraw stuff)
- Separate "common conditions" into a new category?
- Control panel
- Add icon to Settings menu
- Fix control panel icon compat with Grand Design UI icons
- Set clicks upon control panel button to use player.mouseInterface
- Mod Helpers
- Add "Find Depending Mods Of" button
- Add a button to open config folder to mod configs menu
- Add link to githubs in mod list and control panel list per mod (if present)
- Mod Tags
- Add mod reviews?
- @Implement wordpress page for adding
- Define reviews list menu page
- Add button on Mod Info for each mod to show reviews
- Add github backups for tag database
- Add to Mods menu
- Add 'Has Mod Incompat.', 'Library Only' tags
- Fix tag modification submit failing when < 3 tags set
- Fix mod browser tags not appearing on support button click
- Add mod tags text scale adjusting
- Add toggle button to UI
- @Update tag moderation page
- Refactor mod hook-level code into a Logic abstraction
v1.5
- @Begin final beta test
- Update config titles for each mod
- Add allowed-mod whitelist (configurable)
- @Add Life's A Beach mod (sets spawn to beach)
v1.4
- @Set git repos public
- Final
- @Enraged
- Meter needs smooth tracking
- Remove Painter from spawns (don't simply block via. Nihilism mod)
- Whitelist pink block breaking
- Fix Guide's false recipe reports?
- Add "Adventure Mode" watermark to inventory backdrop
- Implement remaining lore notes (add 'Island Hungers', 'Anima')
- @Lore
- Fix rapid re-chats to NPCs triggering repeats of objectives dialogues
- @TMR
- Set bandits to make non-zombie noises
- @Locked Abilities
- Fix ability item duping on failed accessory equip
- Set ectoplasm to randomly turn into "Tinted Slime Blocks"? (break = ectoplasm item drop)
- Lock players to worlds
- @Lore
- Save dialogue states?
- @Ergophobia
- Fill furnished house step platforms with walls if backdrop walls exist
- @Bullwhip
- Fix double whip
v1.3
- @Messages
- When opening a message, scroll to its position in the tree list
- Add subtitles to tree items
- @Mod Helpers (via. Mod Libs)
- Change main menu support buttons (PayPal, Patreon, Discord)
- Set to not look up IPs unless config says to do so
- @Take down github tutorials (for now)
- Add more space for mod CP list enumerator
- Remove 'trailing separator' in mod CP list
v1.2
- @Beta
- @TMR
- Make an option to quickly reload speeloaders
- Fix reticule for non-TMR guns???
- @Surroundings
- Debug unload failure for overlays (?)
https://discord.com/channels/498206068753825792/663519463919976469/820043892899840042
- Implement cave-like tree scrolling
- @Lore
- Add objective rewards (when applicable)
- Add exploding cyborgs
- Add attacking cyborgs
v1.2
- @Beta
- @TMR
- Tweak crosshair to look more thematically-relevant
- Add hammer pulling
- @AM: Add ammo box to raft
- Set ammo box buff to refill bandolier
- Implement ammo limit for bandolier
- https://discord.com/channels/103110554649894912/832559053515259944/886496707557339146
- @B&D
- Add an item sold by Witch Doctor that changes spirit walk to use mana instead of anima
- Allow crafting Automated Drill Kits (via. magitech; makes a limited distance dropshaft)
- A way to acquire grapple accessory by discovery
- Late game pre-hardmode challenges
- Introduce Orbs
- Skeleton Merchant item to sell
- A better PBG origin (a camp at dungeon?)
- @Add Alerted Ambushes mod? (also generates cursed brambles)
- @Soul Barriers: Implement "Crystalis" mode with the PBG that allows breathers during bosses
v1.1
- @Trailer 2.0
- Explain basics of story (world threatened by plague etc.)
- Brief intro cutscene footage
- Dialogue messages
- Action stuff ("this will be a dangerous journey requiring resourcefulness etc.")
- Bullwhip repelling an ambush
- Gun battle with bandits
- Gun battle vs zombie horde
- Technical messages
- Using rail kit to bypass corruption
- Footage of Trickster fight
- Instructional intro about PKE meter + binoculars
- "Welcome to Adventure Mode"
- "This is a journey of discovery. Use of informational tools & resources is imperative."
- Instructional footage of following objectives + dialogue
- Instructional footage of using orbs to tunnel into the ground
- "Though you can't dig, you aren't without options."
- Instructional footage on traveling + boss fights
- Instructional footage of avoiding Necrotis
- Instructional footage of breaching world gates
- Describe magic overhaul (segued)
- Briefly warn about the Trickster
- Outro books + cyborgs as "find information and evidence about why the island is deadly"
- F&T
- Fix herbs and herb seeds still dropping
- Add failsafe against surprise KS spawns
- @Orbs
- Set seismic charges to have custom sound
- Import seismic charges
- @Ergophobia
- Prevent furnishing if unsafe dungeon walls exposed to an area
- Add rope lasso (craftable from ropes)
- Add bridging kit (sold by mechanic)
- @Enraged
- Add 'angry forehead vein' icon to boss when enraged
- Use abstract thermometer icon instead of gauge (import from Powerful Magic's meteor items)
- @Boss Reigns
- Add background fx for specific boss reigns
- ...
- @Plan for "soft lockout" gates
- When reign in progress, generate a special "growing" world gate at world bottom
- Gate has 5hp, but immediately regenerates 1 tile shorter on each PBG collide
- @Soul Barriers
- Use distinct sound for PBG activation
- @AML
- Add more radio messages
- @Plan
- A way to clarify dryad helps with jungle
- clarify cyborgs as mineable
- Draw an item icon overlay for items with modified recipes
- For each LE discovered, message "Research notes about world gates allow you to reduce their strength etc."
- For each LE discovered, reduce horizontal gate barriers to 1/2 hp
- @B&D: "Research Notes" vs "PBG Attenuation Sensors"
- @Spirit Walking
- Make world upside down while walking
- Debug diagonal tile stuckage
- Reduce sound volume
- "and my game just stackoverflowed on picking up a red orb when I was at below 33% anima"
- Re-add @Spirit Walking
- @Necrotis
- Recolor ankh when certain buffs exist (e.g. elixir)
- Implement periodic ectoplasm refresh checks to replace removed ecto items
- F&T
- @AML
- Reinstate hint colors
- @Mod Libs UI
- Implement UIThemedText color tags parsing
- @Net Debug (or HUD Elements Lib)
- Fix scroll bar interactivity
- @Ruined Items
- Allow using magitech scrap on items to make them stonger than their base (with % fail chance)
- @Messages
- Recolor folder + only; don't show unread number
- Use custom elements for list items
- Keep items in a given category colored for that category
- Show unread total with 'Next Unread' button
- Add dividers to button bar
- Set category buttons to match colors of messages category
- On category button click, unfold category into view
- Implement UISelectableTextPanel for message body
- @AML
- Add diagrams to relevant technical messages
- Add portraits to messages
- @Messages
- Implement message icon hover behavior
- Set category messages to use larger font + lighter bg
- Implement custom UIElement for displaying an image with a message
- Implement messages that use UIElement bodies
- @AML
- Set P.B.G Magnetic Commutator to generate in underground LEs or jungle-side LE
- @Soul Barriers
- Implement P.B.G Magnetic Commutator (enables Barrier Blast, Spin Shell)
- @B&D: Implement P.B.G P.K.E Capacitor (enables Barrier Blast)
- Implement Spin Shell
- Implement shell fx
- When shell built, apply effects (damage + knockback enemies, destroy brambles + thickets)
- Implement shell build fx
- Increase shell building when horizontal velocity increases (while 0 verticle velocity)
- Interrupt shell building when horizontal velocity reduces
- Hold r-click to build shell (with PGB + active barrier)
- Implement Barrier Blast
- Implement FX
- Releases all barrier energy in a damaging explosion (radius = damage, damage = inv distance)
- Right-click to activate (with PGB + active barrier)
- @Cursed Brambles
- Generate thickets around world with @Terrain Remixer
- @Plan
- Gens after biomes are genned
- Gens from dirt layer on down, getting denser with depth
- Gens as a web of thin, long strands
- Implement Cursed Thickets (spike variation of brambles)
- @Create "Inspiration" mod
- (For @AM) Implement non-PKE things that award "inspiration"
- ...
- @Plan for things that award "inspiration points"
- 1: PKE scans, LE discoveries, Geothaum Station discoveries, World gate breaches
- 2: Boss/Trickster kills, Orbs used
- Modify crafting to require "inspiration points"
- Add HUD display of inspiration points
- Define mod
- @Ergophobia
- Set platform placement via. r-click to create max-length bridges
- @Boss Reigns
- @AM
- Issue warnings from the pirates at increasing intervals when near red bar
- Set high armor pirates (no captain, dutchman) to invade beach area until a boss is killed
- @Surroundings
- Fix parallax
- Refactor overlays into injection hooks
- @Powerful Magic
- If enough velocity is lost
- Upon focus end, the player dashes in the direction of the mouse
- An fx appears to indicate the player may dash
- A free dash charge is stored for when focus ends
- Set focus to (slowly) recharge PBG barrier
- Add fx for focusing
- Add fx for increasing focus via. velocity loss
- From the onset of focus, every unit of velocity lost from initial amount adds focus
- @Mod Libs - Services - Draw Layers
- @B&D
- @Bullwhip
- Implement 'Cobra Charm' accessory (adds stun hits)
- Charging melee attacks with anima to make enemies drop ectoplasm + debuff them
- @World Gates?
- @AML
- Add some mana shards to LEs
- Create an orb stockpile LE near dungeon
- Implement Lesser World Gates
- @Plan
- Generate as rectangles with an area randomly between 48x32->256x128
- Generate with a propertion ratio of 1:2->1:1
- Generate without overlap and with 24 tile minimum separations
- Resist magic and boulder projectiles (1/3 damage)
- Regenerates slightly slower than the TMR can speed reload
- Max field hp increases with depth
- Rename World Gates to Greater World Gates
- "Empyreal Soul"
- Spawns from killed enemies; more hp, higher chance
- Attempts to flee from the player; flies away until out of range, and then despawns
- Must be picked up with empty hand only
- Used with Orb Shards to craft regular Orbs
- @Boss Reign
- Spawn boss minions at random during reign?
- Ways to improve terrain (make it more interesting)
- Utility panel to show active timers
- Self destructing environments
- Low hp, high damage ghost enemies that can only be seen with binocs
- Boss paths: Opens a path of chunks when boss mask is used
- Boss kill zones: Non-orb chunks only open when a given boss is killed nearby
- Boss reigns should be more significant
- Boss "ghosts"!
- Moon lord or cultist summons as ghost-like things that appear (with telegraphing)
- A way to replace Mounted Magic Mirrors with On A Rail
- @Mod Libs General
- Implement screen center-based `ConvertToScreenPosition` for UIZoomLibraries
- @Enraged
- Implement cursed brambles bloom
- @Surroundings
- Fix hanging background animation when Waves quality: Off
- @AM
- Fix non-AM "fresh player" inventory loadout order
- @Trickster
- Debug 'stealth mode'
- Clarify map icons
- @AML
- Add "locales"
- Flying Islands: "Lighter-than-air Land Masses" + "Signs of volatile magic infused into the land"
- Underworld: "Hell" + "A civilization once lived here..."
- Lava Caves: "Volcanic Caverns" + "Fresh signs of tectonic activity"
- Caves: "Pourous Caves" + "The burial urns are stored deep indeed!"
- Jungle: "Ancient Marsh" + "Legends speak of civilizations swallowed up here"
- Snow: "Living Glacier" + "Slowly carving up the land"
- Corruption: "Mysterious Blight" + "Powerful negative spiritual energies reside here"
- Dungeon entrance: "Mysterious Dungeon" + "Wailing of the dead can be heard within"
- Beach: "Terraria, land of the undead" + "Mission: Eliminate the source of undeath!"