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bugs.txt
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bugs.txt
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- first person mode
- cameraLookAt does 2 different things....
x turn fps back on
x better domain distribution when choosing initial domain
- procedural trees
x only abandon domain if paused
- redist install?
- automatic turrets
- give deities turrets
- at r1k: can't forge (avatar doesn't have crystal / gold)
- didn't have anything in market
- academies
- avatar should be able to use Academy
- do acadamies work?
- Art
- R1K
- QCore
- MotherCore
- Kaxa
- icon for squad dragging
- icon for Kaxa: CalcDeityAtom
- rework fonts on title screen
- better flag model
- acadamy should be 2x2
- icons for plot?
Plots:
x factor out plot logic from director
x kaiju battle plot
x start plots: involve vs. avoid player
x news event
x news event highlights
- directed swarm: evil sub-deities?
x items for sub-deity
- deity variation
d swarm in before spawning
x swarm + deity motion
- colors of demis
- different models for demis
- Better world gen:
- feature: canyon
- feature: add terrain displacement.
- Squads won't "tunnel" through blocked paths.
- how do deity cores get crystal??
- "avatar is off the chase"
- destination icons - still a lingering mark
- troll vs. goblin icons too similar
- change xp -> effective level cap to 10-12?
- more ability to track units from census screens
- starting denizens at deities, without weapons??
- mouse size buttons vs. touch size buttons
- Get to her character screen - why is random denizen attacking, etc?
- partial refund of gold when you clear
- Drop anywhere or quick sell button
- Beta team never left...all just hanging around at home. Zombie waypoint flags. Couldn't get to #2 - there was no #1.
- modes confusing
- cursor change?
- UI reflect moving
x pseudo-selected and can't sell things
- use: click the building. indicator that building is clickable
- "Can't click on front porth in top down"
- core should transfer crystal to facilities / units
- rules for sub-teams (must be adjacent? near?)
- DOMAIN_TAKEOVER message not correct
- assert in RoadAI::AddRoad() (that it seems benign is even stranger)
- awareness / target picking still terrible
- at awareness, workers should move to core before attacking
- Avatar gives up on movement path too easily (if hits obstruction)
- AI should clear farmland
- AI should build industrial zones
- House -> Human
- core click through broken
- unit tests
- console output
- spatial hash query
- road gen
- detail view of building w/ mouse down
- name of buildings - pop up? info?
- cross swords on map: fighting there? confusing icons
- detector beam
- teleport out on war switch
- world gen too slow in debug
- GT: player portrait size should match enemy portrait size (2/20/2015)
- attack focus needs tweaking. attack ground needs tweaking.
- optimize debug
- autosave
- selection and face isn't consistent
- face is glowing in asset preview
- tune mouse wheel with real mouse
- hide abandom domain somewhere...
- evalBuildingScript too slow
- deal with fruit overflow
- medkit manufacture?
- Mini map flash of battles.
- should show information about anyone you click, see monsters when you click on them
- “data” the default screen of census
- bar-market-forge need to look more distinct
- should be able to browse units in character screen
- AIComponent::LineOfSight() uses TEST_HIT_AABB which is very big. (And creates annoying bugs,
where should be shooting, but isn't.) Speed up TEST_HIT_TRI and use that?
- why are the dry lands relatively empty of plants?
- weapon assert on start
- AIComponent::DoShoot assert fires after loading
- walk target for the avatar
d GT: ui to show idle and busy workers
x rethink spawning. spawn based on need? what's around?
d add rez-in animation
- maps: what direction is player pointed?
- Click through of disabled buttons is surprising
- colors of faces (too dark)
- scripts are pluggable now: should Bar be a plugged-in script?
- general extension of the effect of tech on buildings, and morale on MOBs
- console: add icons to match screen
- console: links
d buttons for weapons changing
- texture guns
- camera: fix initial position. (more north). Fix shadow direction to complement. "Home" should set orientation.
- fabricator. trinkets. (see notes)
- medkit: from extra fruit?
- auto-medkit (human?)
- regen kit (kamakiri)
- shield booster (gobmen)
- boost items
- sellable items
- review all atlases for texture mem usage
- animation aware hit testing
- bounds need to be adjusted to account for animation
- record perf max/min. surprisingly hard.
- memory pool everything in the chit/component system
- analyze/optimize what causes component update: DoTick(), etc. Likely many DoTicks() getting called that aren't needed. (especially rendering...)
- re-do glow
- melee is way too powerful and wide effect
- option to flip right mouse behavior - pan/zoom by default. ctrl reverse.
- uitracking in battle scene
- destroy date of avatar doesn't seem to be getting entered in the Census/History
- shock -> plasma??
- cage trap
- taskBeside needs to account for 2x2 buildings.
- rebalance denizen spawning
- visitors should wander around before leaving in a "useless" domain.
- visitor percentages?
- Limit squad control to "power radius"
- Switch to tech tree model for visitors? Do they bring gems??
- AI adventures
- squad adventure mode?
x AI take over mode?
- control should show weapon ownership
- retest truulga item generation
- denizen red on red color scheme way too much
- news multi-prints. start avatar, close window, start avatar.
- advisor still comes up in weird states.
- special gobman item, building
- re-test battle scenes. balance.
- Long play test
- Troll distribution
- Troll gun distribution
- fix world get layout / text / debugging display
- optimize hit testing (and correct for xform)
- test destination marks
- test squad motion in general
- suit colors don't seem to be correctly randomized
- remove greater summon rules
- no construction at world center - hide grid pathing bugs
- nerf pulse fire rate again
- too many QCore weapons
- way too much CivTech score for just the Avatar hanging around
- randomize 1st name
- balance spawn based on # in world
- background for console (full, none, dynamic)
- build to an efficiency level with distilleries (1 or 2)
- in census, cores/domains should show team
- how many trolls visit Truulga??
- persisting fluids bugs. switch to simpler model of pressure / not pressure
- pause
- basic
- tactical
- replace build with click/drag?
- zoom out to full domain
- map travel: lanes?
- worldgen: only run fluids past a certain time?
- Linux
- Android
- some kind of shock source - lighting? electric water??
- slow down awareness. only notify friends we can see.
- denizen spawn rate. hmm..
- face icon generation; icon into build (mantis?)
- out of gold shouldn't cancel build orders
- plants look repetetive
- rotation of grid and voxel elements (experiment)
- tune EmitterGenerator - meander length
- World Gen
x less techy, more interesting world gen
- use some of the time and space to introduce and explain the game
x text report on events as they happen (greater MOBS getting named, major fires, major waterfalls)
- text report on major battles
x text report on the rise and fall of other domains (mantis and gob-men. obviously needs to be implemented first)
- enhance the text reports with screen shots of the events (which replace the map as it is now)
- Market
- world effects morale/needs: water, tombstones, temples, etc.
x proper game start: location, selection of team color, icons
x turret
x team colors
x battle flags
x time scale culling
x vault:
x item limit
x what to do with full vaults?
x marking build zones
x dragging, rows
x top view?
x auto-clear vegetation
- Adventure
x control
x space bar to pause
d tab to toggle weapons
x pause button
- balance battles
- real health bars & check visibility
- exploring
- xp for exploring!!
- "domain theme" when you arrive
- Ships
- speeders
- fighters
- carriers
- microfighter style construction
- rethink grid travel for ships
- design sharing?
- TBD
- monster ecology
- land variation:
- cold dry (rocky)
- hot dry (sandy)
- cold wet (icy)
- hot wet (greener)
- randomization pattern
- rock wear / stone aging
- external constant file
- consider moving ground to voxel gen system, so that ground can vary?
- batching troubles - still lots of small batches going in. consider dropping back to ES2
- redo AI utility to be based on a set of curves
- show rock damage
- GT: lightning
- can re-pack MVP and Bone matrix in the shader to encode 3*vec4 as the transpose, then transpose in the shader
- fix porch image (alpha of the tiles, if not general improvement)
- squisher, in streaming mode, to save files
- target “Focus” shouldn’t switch so easily.
- remove normalization in shader
- mountain peaks news
- openMP - particle system, elsewhere
- combat test scene
x connect item to procedural rendering of melee weapon
x weapon types
x animation speed isn't correct
d gunrun to walk not synchronized correctly
- revisit accuracy comuptation. what scales with distance? area? volume? radius?
- melee attack goes back to reference position between hits
- AI (task AI)
- removing unit "clumping" (3yr old soccer team). Basic formation?
- establish friend vs. enemy
- basic states
- CA to handle friends and enemies
- UI
x set up different battles
- battle results
x serialization
** Art **
- Dragon
- concept
- model
- animation
- Kilotrilo
- concept
- model
- animation
- wilder, more digital face colors
- filter face colors to matching effect
x more natural skin tones
--- Links ---
http://weloveiconfonts.com/ : entypo
Neuropol
---------- Defer ----------
x mobs rush new domains (teleport out? really really sector herd?)
d different porch color for usable buildings
d volcanos: taper at the end
d zoom way out
d put metadata in model (authoring time)
d render-through for player behind objects
d change shield to have cooldown then charge-up (rather than cooldown then reset)
d unify rockgen and worldgen. frustrating they are separate steps. or don't pass height to rockgen?
d AIs should account for personality and skills when doing inventory sorting
d rings deflect bolts. too much AI change.
d switch to ImageMagick for texture scaling
- animation sync is generally flakey - lock to vsync? Not aware of any way to solve this.
d when loading during grid travel, you sometimes back up. (Regen path on load; chooses wrong starting point. annoying to fix).
d GT bug: reconsider auto-mip. review texture upload.
d bone filter in reverse. more efficient and useful.
- use optimizer to pre-process shaders
- bolt: glow around white core? end caps?
- particles that aren't quads (beziers)
- pack animation bone info into shaders
- effects
- environment: water contains fire, spreads shock
- down chain: a fire creature should catch things on fire that it holds
V2 ideas:
- content popups when you are near a kiosk (email from GT)
- "populous style" rocks. diagonals, points.
- level up grid and special skills
----------- FIXED -------------
x Not honoring nearest port when choosing domains
x 'end' key switches to avatar mode
x character scene: show team affiliation, hostile to core?
x teleport should work during grid travel
x core needs to target the center of model, as do some plants
x Cap core spawns to global population limits
x reorder squad units
x no testing of pop cap for lesser spawns (from CoreScript). Needs new game to set correct limit values.
Not sure it is working. (Doesn't save...move to non-serialized code.)
x always accept elixir; exchange for gold if full
x Kamakiri deity
x no control flags in water
x damage: items seem to get blown away...crystal not dropped
x rampage gets stuck on buildings. AIComponent::ThinkRampage( const ComponentSet& thisComp )
x more announcement when core taken over - popup!
x if super-crowded, should wander more (swarms)
x How does money move when an item is forged? Gems should go to item from somewhere. Are there free items?
x local placeflag not working
x conquering when shouldn't
x expensive statue? knowledge temple? training ground? named dojo? Need something for rich denizens to spend money on.
training facility! Just keep spending cash??
x ThinkNeeds() - statistical distribution? (Odds are the square of the score)
x should track academy visits in history
x distillery max store 5
x AI should build academys
x advisor: academy
x AI update
x energy, food, social, duty-creative-work. first try by always using 'functional' to satisfy fun
x essential: sleepTube, tavern, or guard (energy, food+fun, fun from talking, work(not crit - hidden?))
x functional: market, exchange, academy, factory (work)
x guard
x Census
d re-do visitor likes to account for the grids they pass through
x name / level / health display
x money checks optional
x needs to feel interactive
x browsing of items/people
x redo UI layout
x Micro-Game
x world gen
x fluid: water and lava determined by weather & team
x no-limit fluidSim
x stable # of domains
- spawn
x new strategy
x make sure a little bit of everything spawns
x trilobyte zerg spawning
x How are weapons given to MOBs? Need a 2nd / 3rd supplier?
x cut back initial allocation
x make sure weapons are getting to denizens
x View mode
x tap a MOB to select it
x tap anything to select it
x Avatar mode
x only move mode?
x test teleport
x 'end' should go to avatar mode
x 'teleport' should be always active
x character scene
x current team
x weapon effects
x Basic Director: rate of Lesser and Greater attack
x art for R1k and Q
x Beta3
x Android
x circuits
x ai gets stuck walking into things
x human shouldn't be able to build blade
x deity temples
x cyclops stuck pathing...just standing there.
x cyclops herding???
x Adviser recommend bar before sleep tubes and distilleries
x "last slot" bug in inventory
x do kiosks have zones?
x too much random number in weapon creation
x It is confusing that View is self control
x New button?
x Human shields should not have blades
x Not seeing bloodrage messages? Not seeing starvation messages.
x ship money from controlled domain
x Squad should stick together more in hostile or neutral zone
x Control -> Squads
x bar -> tavern
x space out money widget better
x general spacing
x "founded 0.21 fell 000 lasted 712 cycles"
x CivTech should increase with sub-domains
x redistributables...
x wanderHerd still not correct...but good enough for now
x Should be able to take over neutral cores
x shooting bug
x update tutorial
x markets: unlimited? sell to core? trade? (testing, but seems sound)
x new inventory UI
x fix text size
d immediately spawn avatar on core creation
x set "container" in character scene consistently
x logic to visit deities
x workers in deity domains too much stuff - only loot if there is a vault?
x r1k weapons way to powerful...where are they coming from? (shock + fire)
x markets in deity domains
x no rock on core location
x deities should move items to market, not vault. Remove vault. Or...vault is free stuff?
x containers (vault, bar, etc.) shouldn't have value.
x rampage instead of sector herd out?
x fix visitor giving tech again...implement useBuilding for visitors
x rampage causes switch to battle mode - still doesn't rampage correctly
x camera doesn't track avatar
x turn lava back on for certain areas
x temples: auto power supply?
x auto-off for pool trap
x reduces named weapon threshold
x tech and au xfer from subdomains to main domains. tech looks good.
x 'destinationBlocked' only set in rare circumstances. Certainly doesn't reflect actual pathing failure.
x Profiler not working on Linux
x Linux: where are the save files? Where should they be?
x static link freetype
x are the shader uniform counts being computed correctly?
x do I need to switch on no instancing?
x war button
x peace button
x more diplomacy testing
x diplomacy art (for map)
x domain takeover
x super / sub team infrastructure
x sub team names
x clean up console: don't need "team TechHub"
x DOMAIN_TAKEOVER message should give 2nd team name.
x sub teams "released" on super-domain loss
x sub-team advantages
x tech?
d gold?
x map
x show sub-domain
x replace orange "home" color
d small map rep?
x news events of
x aquisition,
x loss, and
x fall of super-domain
x integrating 2 ChitDestroyed messages (Sim, CoreScript) into CoreScript. A good thing!
x enemy/neutral/friend messages: don't show (core) show the domain name
x NanoTel domain Mares (F12) conquered by mantis of . *sigh*
x TekHub domain Bestine (N6) conquered by Edcr (kamakiri) of . *sigh, again*
x remove industrial from switches
d flag - for local control - awkward. just click switches to go there
x kiosks higher on recommendation list
x weapon stats: write units
x temple charge: show differently? bar?
x don’t build up a squad if deployed
x auto-pickup loot? obnoxious, but list isn’t great either
x shield value over-accounts for reload time
x CoreScript attacking should account for Attitude
x Should I pull out Domain names?
x domain name above core
x map glow not always correct
x move coreCreateList to LumosChitBag virtual doTick()
x test fruit collect / delivery cycle
x GT: new rotation UI (2/20/2015)
x where are all the crystals???
x Attitude and Diplomacy display strange (integrate to one??)
x elixir needs to decay
x lesser mobs not distributing enough
x elixir and fruit need to get picked up
x GT: food as medkit
x avatar shouldn't pick up food and elixir
x shrink crystal a bit (3d model)
x AI not attacking buildings
x large numbers of domains of the same kind de-stabilize?
x search for Team::IsDenizen() and make sure it shouldn't being using the item/mob version
x control / teams not saved! (doh!)
x make sure domain takeover works in next version
x top down: can’t tell on switch from off switch.
x switch should fire if avatar goes there
x Long Game
x Documentation
x Long game:
x squad control
x flags reflect squads
t greater travel
x diplomacy
x New promo assets
x IndieDB
x Tutorial
x assets
x namegen: re-use too common. switch to loop
x [Reenen] Circuits are way complex... (see post)
x [Reenen] Circuit rendering bug: http://grinninglizard.com/altera/forum/index.php?topic=90.msg625#msg625
x check human spawn: correctly handling male/female
x clean up world gen layout
x DomainAI: don't clear existing pave? (Depends on AI?)
x interface annoyances
x when does/should flick rotation work?
x end selects avatar, but doesn't change UI from Build. Correct? What about end-end?
x remove grid64 BS for proper optimization
x control flag art
x Visitor trails on map
x check gobman that is House denizen healing
x unify rotation model
x tax on buy or sell. show tax income on main screen.
x any building attack should cause awareness in domainAI
x unified build marks
x icons instead of m/r in control screen
x flags
x stay with squad (if not at home)
x clicking any flag should reset that squad
x info on attack flags: who is attacking me??
x crash in Model::userData = 0xffeefffee
x expand strategic attack bounds
x touch support
x 2 finger pan
x 2 finger drag / pan / rotate
x single finger view drag?
x no pause (space)
x no view change (tab)
x build cancel? drag? how to deal with placing buildings? Use drag in mark mode vs. drag mode?
x build rotation?
x build reticule is useless & incorrect. detect mouse mode and re-enable.
x shoot at location (long press?)
x art: correct porch icon for building
x art: uniform clear and build markers
x show rotation mode
x check plan and built rotation consistent
x 2 finger pan detection is inconsistent, depending on window size
x spatial hash table
x Circuits
x full test including circuit types
x abandoned domains should be dangerous
x play a game through on touch
x GT: suggestion - show structure door in blueprint before structure placement (i think this is important)
x GT: how many structures of each type?
x colors of buildings (not enough)
x add target portrait
x remove sleep tube cap?
x remove disabled building choices?
x GT: suggestion - add popup advisor when the game starts (welcome to altera, altera is a, you are a, your aim is to, some story or lore and ask if people want detailed tutorial popus with pause (step by step, click menu to build this because xxx) or make do with the tiny "live" advisor on the ui
x GT: use color/glow to show building control / ownership / working (2/20/2015)
d GT: humans change color as they walk. unfixable driver issue? no system repros. did improve 3.2 & 3.3 context support.
x GT: tutorial improvements (2/20/2015)
x GT: buildings should change to team color when domain controlled
x fast world-gen
x refactor; 78-80 ms. Threads all slower. Too many small jobs.
x traditional optimization during thread work
x GT: avatar name/portrait mis-match
x regen for items (guns, shields)
x world gen shouldn't create bad files:
x partial creation
x delete files on cancel
x GT: can clear own core
x Beta3c
x resize
x test world->ui
x why is the font texture getting re-created all the time?
x overlays
x top bugs
x strategic game improvementns
x portrait and suit colors not matching
x suit colors are the same
x remove kiosk types
x use only one type of kiosk
x overloading of kiosks near core. One kind of kiosk??
x remove itemID in census (in release mode?)
x rings change design when selecting options
x [Reenen] Rings doesn't get any extra damage or anything from guards, triads, blades, fire, shock etc
x fix "long frame time" bug
x [Reenen] Abandon domain
x avatar ids are weird: track through the core, so that if we lose the core, Avatar is gone?
x console: Foo is taken over by Foo for House-1(core)
x pause
x engine time independent of pause
x simplify fluidx
x refactor GameScene
x factor gamescene ui code
x restore worker count
x canTeleport
x return build id
x workerbot -> utility
x goblins wandering around claimed core
x should buy weapons more aggressively
x increase drive to make weapons
x *still* not enough forging
x lots more forging needs to happen!
x market use not correct
x 'escape' should clear build mark
x getting hit should cause awareness
x [Reenen] There is a bug I think where the cyclops sometimes doesn't see you, and you can see him. Even though he takes damage he just stands there. This is not true for the majority of the cases, but I've seen it happen quite a few times.
x deity -> MotherCore
x proper font
x interface: select filename
x tweak spacing
x tweak height
x domains always deleted by "unknown"
x improve hinting of text?
x glow is broken (actually it glows, just not brighter. screwed up saturation?? turned out to be depth buffers in the blur generation)
x [Reenen] The ranged cyclopses are really dangerous, but if your gun is sufficient, and your shield can tank a few shots you can whittle them down by going in and out of line of sight, and perhaps going out of the domain. [b]I don't think they regen[/b] or it's really, really slow
x citizen death delays re-spawn
x don't get stuck in battle mode: if can't move, attack something
x more aggressively pick up weapons in battle
x console: "initialized" duplicated by "take over". And "taken over" is poor phrasing.
t warnings of “core attack” not in place
t console messages...unreliable. some not getting through. market buy/sells
x player console messages 3 lines long
x visitors don't visit (until they do...)
x still attacking neutral cores...
x when a building checks connection to core, it should check that the core is still its team
x [Reenen] When I grid-travel, and I click on a new location (sometimes I see interesting stuff while traveling), it doesn't cancel the grid travel, but the indicater of where I am goes haywire.
x improved strategic view
x mark mother core at center
x line thickness to show visitor distribution
x all MOBs to center line
x show civtech
x show wealth
x show mil strength
x reserve diplomacy slot
x compact mode, worldgen
t news/console: no domain /fallen, delete message? Seems to show. Needs better message. (Domain ranking.)
t weapons, on destruction, should drop crystal
t buildings, on destruction, should drop items (market, vault, etc.)
x task serialization
x build tasks aren't getting serialized correctly. wrong rotation?
x fix worldgen news console height
x title screen colors
x enemy face shows morale and not level
x [Reenen] Cyclops heal at rocks. Resolve: all fruit
x fruit & food
x cyclops should eat rock to heal. (Or everyone to fruit?)
x GT: randomly create fruit in new domains (heal non rock/plant eaters? switch from plant eating.)
x write the list to improve icons
x fruit logic: clean up to remove wild vs. domestic logic?
x new art from GT
x clean up portrait colors
x font default settings. (ascent=1 - where to code??) move font to .dat?
x tweak ascent / descent? (Or is that a layout bug?)
x mouse wheel support
x de-saturate colors correctly:
x world grid changes
x plant changes
x Spatial change
x scan code for GetSpatialComponent
x ComponentSet.spatial is all wrong
x check for recursive setPosition
x fix render component to not have sync
x optimize for AreaOfInterest
x still losing money! single delete? move render component to new "statue" chit?
x perf affecting desktop now. move SpatialComponent -> Chit. Only have MapSpatial as subclass?
x evalbuildingscript
x regular hitch
x tombstones aren't getting created
x particle effects for visitors
x console, show tax paid
x restrict # domains - overwhelming
x gobman statues
x improve map icon art (from GT)
x spawn lesser mobs sooner
x check that kiosks only work with temples
x mouse scroll direction
x fix civ-tech
x expose reserve bank in release
x clean up mother-core image
x shock-fire too subtle. And fast rising.
x DoShoot without weapon. Mantis in DoShoot state. Has no ranged weapon. 2 items in array.
x clean up UI layout
x gems running too-negative. Truulga?? Something else?
x move sim spawn to its own times
x DomainAI::Factory can get team Chaos
x Download tracking
x more aggressively seed plants? (Fire takes out a lot.)
x Circuit Fab does nothing
x name of Bar
x stringpool buggy: over-allocating? turn on code in builder.cpp
x human: unify male/female into one object (Gender() method? Differnt resource.)
x Beta 3b
x Denizen domains
x Squads
x squad motion
x basic sorting into squads
x place squad flags
x clear squad flags
x hp + shield display, add to control view
x serialization
x squaddies abandon mission
x restore alpha blending on hp display and squad text
x switch over domain growth to be in line with new squad rules
x squad destination on main map not correct
x "Diplomacy"
x enemies, neutral, friends
t AI attacks
x Visitor role
x Visitor travel
x AI should build kiosks
x "siren call of tech"
x something wrong with targeting / awareness / enemy status.
x unify human male/female
x seed plants
x clean up worldgen output
x new art from Shroom
x guardposts away from kiosks
x break the sleep/bar loop: ratchet back the 'like' boost. add a 2nd memory.
x building history: only when morale==1
x don't add to squads with waypoints
x Beta 3
x remove social
x domain AI
x left + right support in the AI for building
x use the least common pave
x save pave, test
x troll deity
x torches
x create items (Truulga). limit creation to culture.
x colors
x items
x buildings (Truulga okay)
x logic to adjust needs to travel
x summon trolls
x depart trolls
x avatar use
x destroy and steal items with markets
x logic for Truulga creation, destruction, spawning. destroy cores.
x see Truulga on map
x debug: attach to domain
x Gob-men domain
x need gob names
x need ui icon
x gob building colors
d gob bar names
x better logic for farm building: how many should build based on efficiency?
x gob alignment (team, enemy, friend)
x recruit neutral, wandering gobmen
x how to fund gobmen domain??
x bug setting face (mantis not working - need fallback to name)
x Redo spawn system.
x Spawn trolls from Truulga domain
x Domain takeover (by mobs)
x Kamakiri domain
x art
x animation
x change name
x Player domain colors, color screen, revisit gob colors
x refactor
x GameItem saving and loading
x GameItem XML loading
x ReserveBank needs a "guaranteed withdrawal" to start player domains.
x Start with 0 team id for un-assigned, all domains 1+ team id
x Spawn Gob-men in 4, more frequently.
x 2000 gold shields
x full screen toggle
x crazy human colors
x no start selection
x gob domains don't count in census
x strange container-is-item bug when looking at items from census. (nothing should be selected...)
x partially fixed....should select correct item when entering container screen
t recruitment of neutral/friendly doesn't seem to work
x memory leak - item code???
x When domain falls, teamID->0
x Search full domain for farms?
x and then re-test with higher limits
x markets aren't paying tax (check, think this is working)
x map icons for MOBs aren't square
x special kamikiri item
x Goblin Half Man
x http://grinninglizard.com/altera/forum/index.php?topic=8.msg186#msg186
x model
x animation
x Mantis Man
x concept
x model
x animation
x Troll
x concept
x model
x animation
x spawn strategy : switch to arachnoid approach once there are more options
x item pickup / use AI
x Arachnoid
x update tail and texturing
t does history get tracked correctly when core gets taken over?
t clean up UI. less clutter.
t redundant news posts
t AI buildings not connected.
x update trilobyte to match sketch
x ClearDisconnected() not handling farms correctly
x kamakiri building
x Fix map to track travel destination
x keep porches clear
x red mantis way over powered?
x map show the full 5x5 highlight in the left view
x ToUI doesn't set bounds...
x race condition when adding money while item being destroyed. remove money in onRemove if destroyed??
x asserts for neutral in procedural aren't correct
x food/elixir above kamakiri heads
x negative numbers of crystal in the bank
x being underwater (plant) should make fire go out.
x Census: actual census. # trolls, # mantis, etc. etc.
x UI icons for gobmen, kamakiri, others?
x red mantis -> all red
x "human" UI icon
x "home" icon vs. grid travel icon
x female face coming up with male name and model
x test bank running out of money
x test: build a home domain
x reconstruct roads (porches) from farms back to road.
x check gob domain efficiency
x Beta 2c
x attachment issues on wiki
x gold shouldn't float
x update SDL
t tab in/out. window resize? can't repro.
x enemies don't attack turrets
x face icons in map screen
x teleport home while in grid travel (oops)
x UI tweak:
x show current enemies, display of enemy you are fighting. health, level, portrait.
x handle MOBs
x handle 2 humans
d fall back to mouse-over if no target (with memory?)
x show overall happiness
x ice block: on/off instead of toggle
x advisor face
x free fire to replace rock-melt
x improved advisor: Greetings, Core.
x better rotation ui
x update game fiction: rez, de-rez, born, died, kills, ice
x Beta 2
x screenshots of circuits
x screenshots of fluids
x update wiki
x Beta 2b
x hide frame stuff
x “clippy” advisor
x improve?
x position
x test!
x teleport home
x goto hotkeys
x hot key to center on avatar
x cleaner census scene, bigger buttons, sub-categories
x layout cleanup
x add weapons ranking
d map travel: faster? teleport home? (try teleport)
d avatar return to base (teleport)
x shock-flame hard to see
x fluids get stuck in weird states
x auto-clear not working as well as it should
x can't cancel forge (2x2 build)
d move "Create Worker" and "Auto-Rebuild" to "Manage"
x tuning
x farm production (high??)
d monster arrival. greater herd more often?
d time to use bar (low??)
d double tech decay
x weapon sorting not quite correct
x new porch art
x add elixir to stuff that gets carried
x head deco: shouldn't show loot
x head deco: should show elixir
x weapon swap button or auto-swap?
x How do bases and adventuring play together?
x why do you quit adventuring to build a base?
x console
x important events
x important de-rez
x shield:
x xp from getting hit
x bugs in damage calc
x slow reload
x effects do something
x drop cash or return to vault
x history events
x item history
x created
x kills
x winning names
x player creation screen
x ruins
x turrets
x turret art
x building takes crystal
x building rotation
x turret ai
x teams. friend-enemy-neutral logic.
x visitors
x inventory screen
x domain building
x rethink fiction / core control / avatar prime
x denizens
x item market
x guard posts
x tech pyramids -> power plants
x forge
x forge or factory?
x fee to forge
x citizens *don't* pick stuff up in their own domain
x coin changer. junk item breakdown?
x gold & crystal market
x flammability / shockability very agressive
x cyclops attracted by tech?
x influence zones for buildings
x morale
x madness / starvation / things going wrong
x coolest stuff, past and present, by category
x total of Au and Crystal
x consider tying gold/crystal to per-cycle census
x check money
x switch over to tracking GameItems, if active.
x greatest warrior
x greatest weapons
x location and owner
x greater kills don't seem to work at all
x greatest smith
x greatest monsters
x # kills
d seperate land from water. re-think water texture.
x 32 bit textures
x 32bit texture support
x volcanos get left behind
x resize and colors are wrong bug
x loss of gold crystal. was: make sure gold/crystal gets returned to the Reserve when the Chit is destroyed
x money xchange - gold to crystal and vice versa
d vault needs "sell to market" button
x building repair
x system for gamui to track models
x make sure UI shows shield boost BattleMechanics::ComputeShieldBoost()
x markets - pay out taxes over a certain limit
d standing shields!
d particles aren't additive correctly
d add rez effect for item switch?
d animation generation
x weather should affect fire/shock
x Beta2
x repair
x fast / threaded save
x new opening screen?
x clean up history code. remove named lesser tracking.
x new walkthrough tutorial
x (web page) note that installer installs-over
x restore 'create world' button.
x pre-gen plants
x pre-gen volcanoes (50%?)
x run world sim 5 minutes?
x component infrastructure
x remove IScript and ScriptComponent
x linked list for components; unlimited general comps
d remove spatial component
t auto rebuild
t abandon to tactical AI
x special plant renderer: move plants to worldgrid
x test intersection: set firegun to plant visual impact height
x track plant #s
x respect # limits
x check random distribution to growth curve
x save and load testing for plants
x rampage not destroying plants
x plants in rocks
x change ItemComponent fire/shock handling to match plants. (Remove accrued, etc.)
x hints about what you need to build
x re-work damage-desc to be 3 types: kinetic, fire, shock vs. current system
x fluids
x deal with infinite emitters (one in current save)
x move voxels to TexturePack? (need 32 bit textures...grumble). not doing: sticking with 2 special sets.
x water flow over emitters?
x emitters should wear rock. no, seems okay
x plants: impact water, take damage
d rain variation. flash floods. vary emitters.
d shown rain variation in selection of domain
x Water gradient moves MOBs
x GameMoveComponent does nothing but turn on basic water physics move.