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IDProjectCategoryLast Update
0005000Valley 1Gameplay IssueOct 24, 2011 10:29 pm
ReporterTechSY730 Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.529 
Fixed in Version0.530 
Summary0005000: Allow more than one "collectable"/"usable"/"pickupable" item per room for normal rooms
DescriptionAllowing more than one pickup in a single room I think will help greatley to solve the "huge rooms with little in them" issue. (Note, destroy to collect, like gem veins and trees and stuff do not count in this, this suggestion is mostly about rooms in buildings.)

I doesn't have to be nearly as many items as stash rooms have, nor should they have the 10x of the item like stash rooms do, but maybe 2 or 3 depending on the size of the room.


Take this room for instance (|, +, and - are the bounderies, . is a empty tile, and D is the door)
+----------------------------------------+
|........................................|
|...................D....................|
+----------------------------------------+

Well with the current rules, only one of the two hallways could have a potion or some other pickup-able. With this proposed rule change, there could be a potion on both ends, or a potion and something less valuable (like a platform) on the other end.

This would also neatly solve the large hallways to nothing and the mazes with little in them issues.
TagsNo tags attached.
Internal WeightNew

Activities

TechSY730

Oct 24, 2011 6:24 pm

reporter   ~0017078

For some reason, the formatter seems to completely destroy the sample room layout I gave. Any tips on how to get it to preserve whitespace properly?

For reference, the door is supposed to be in the middle of the room.

Bossman

Oct 24, 2011 8:12 pm

reporter   ~0017083

Use a non-whitespace character instead, like period. Also, use the tt tag on your diagram so it uses a fixed width font.

TechSY730

Oct 24, 2011 8:30 pm

reporter   ~0017084

There needs to be a preview button. Can someone post that suggestion on Mantis's Mantis?

TechSY730

Oct 24, 2011 8:34 pm

reporter   ~0017085

Finally. Mantis does not recognize the tt tag, so I had to use the pre tag instead

Chris_McElligottPark

Oct 24, 2011 10:29 pm

administrator   ~0017088

Funny you should mention this today, I was already in work on the following. ;)

* Added in new "Experience Points Containers."
** These are the first major source of EXP beyond just killing bosses, and they essentially reward those who want to explore rather than fight.
** At the moment, at same-level chunk to the civ level, it takes just about 100 of these containers to get from one civ level to the next. At +10 levels it takes about 75 of them, and in between is a gradient between 100 and 75.
** At -10 levels it takes more than 10,000 of them to level up, so there's really no sense in farming low-level regions. Playing one region down will only make it take 125, and two regions down makes it take about 167 containers. And it goes up exponentially from there.

* Inside buildings is the only place to find Experience Point Containers at the moment.
** These seed far away from doors, switches, and other experience point containers. They are denser in maze-type rooms, and in fact a single large maze can contain dozens of them. Most interior rooms contain none at all, but when a hallway or similar has a dead end or other long passage that would otherwise be pointless, you'll find these there.
** Note that vents and the normal interior goodie drops don't impact where these containers can show up.
** Anyway, at long last this gives a suitable reward for the maze rooms; it's something we've been planning since before beta, but we'd just never gotten around to it yet.

Issue History

Date Modified Username Field Change
Oct 24, 2011 6:22 pm TechSY730 New Issue
Oct 24, 2011 6:24 pm TechSY730 Note Added: 0017078
Oct 24, 2011 8:12 pm Bossman Note Added: 0017083
Oct 24, 2011 8:30 pm TechSY730 Note Added: 0017084
Oct 24, 2011 8:30 pm TechSY730 Description Updated
Oct 24, 2011 8:30 pm TechSY730 Description Updated
Oct 24, 2011 8:31 pm TechSY730 Description Updated
Oct 24, 2011 8:32 pm TechSY730 Description Updated
Oct 24, 2011 8:32 pm TechSY730 Description Updated
Oct 24, 2011 8:32 pm TechSY730 Description Updated
Oct 24, 2011 8:33 pm TechSY730 Description Updated
Oct 24, 2011 8:34 pm TechSY730 Note Added: 0017085
Oct 24, 2011 10:29 pm Chris_McElligottPark Internal Weight => New
Oct 24, 2011 10:29 pm Chris_McElligottPark Note Added: 0017088
Oct 24, 2011 10:29 pm Chris_McElligottPark Status new => resolved
Oct 24, 2011 10:29 pm Chris_McElligottPark Fixed in Version => 0.530
Oct 24, 2011 10:29 pm Chris_McElligottPark Resolution open => fixed
Oct 24, 2011 10:29 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 14, 2014 9:28 am Chris_McElligottPark Category Gameplay - General Complaint => Gameplay Issue