Lunever wrote:Monster footsteps - would be great if you could take walls into account in some future release
It is worth considering.
Lunever wrote:Rockpiles - many players back then were - wrongly as far as i know - assuming rock piles were harder to hit when the were not attacking (opening themselves).
Since it seems logical AND Nexus actually does something similar (they use a closed state like parrying), it might be a nice tweak to actually implement this.
I'm only worried it might be seen as diverging too much from DM to do it this way. I agree that it's a nice idea, and I've actually done it this way in my probably-will-never-be-released custom dungeon, but, I'm concerned about tweaking the base code too much...
Lunever wrote:Diamond Edge - Please let stabbing be Ninja. According to the original game instructions lots of light blades SHOULD be ninja, but in the entire game, only one actually does. If that was to be changed, I would rather go the other way round, and make more light blades be ninja, like the rapier.
... so unnecessary tweaks like this one probably should go! I'll make it a ninja skill, like it is in DM.
Lunever wrote:2nd hand stat bonuses - sounds reasonable so far. I hope that all kinds of weapons will be 2nd hand compatible.
Pretty much everything that gives a stat bonus gives it from either hand.
Lunever wrote:Monster speed - Don't want to stress RTC comparisons to much, but I liked that RTC allowed to increase monster speed (although you had to raise the entire difficulty in order to play a faster game).
What do you mean by "increase monster speed" exactly? You can of course tweak the monsters to move and attack faster, by changing their delays. Or do you mean making the whole game go faster?
Lunever wrote:Weapon skills - I remember back then on Amiga, playing through DM for the first time. I noticed that Hissssa didn't get Berzerk with the Hardcleave while Stamm did, though Stamm was not the more experienced fighter. It dawned then to me, that somehow the characters were more complex than the player's eye could see directly. I thought this was awesome. I hope very very much this will be implemented in DSB.
The system of defining attack methods in DSB is, in all honesty, kind of an annoying piece of crap. I can add this without too much difficulty, and I probably will. Some sort of eventual overhaul of it might be nice... but I don't know. I'm definitely not opposed to improving this aspect, though, particularly since it'll result in more similarity to DM.