DragonsLover
February 21st, 2011, 00:44
Here are some suggestions of mine I'd like to see changed into KeeperFX. There's no hurry for them to be altered, but that would make the game better imho.
- When a creature from a Keeper is stunned by an enemy Keeper, I'd like that his hunger time stops and returns to maximum while stunned or, if it's a bit exaggerated, just stops. I really consider stupid that a stunned creature dies from hunger. I'd like for him to starve to death only when he's awaken.
- When a creature attacks a creature that is of the same Keeper (when two creatures fight among themselves for example) and imprisoning is ON, I'd love that the other creature DIES instead of being stunned. It doesn't make sense for two creatures that hate themselves to just stun his natural enemy.
- It would be nice to have an option that displays the amount of health as a number instead of the creature's name when clicking on the health bar in Query mode. For example, for a level 1 Bile demon, we could see 1200/1200 instead of his name when clicking with the LMB.
- I'd like to have some patrols in the game with script commands along with that. It would of course require to tweak the AI a little bit to ensure that patrolling parties keep patrolling after they attack or are been attacked.
- It would be nice that "unused" or "not working" things could work back in game. For example in scripts: STEAL_SPELLS, BREAK_IN, TIMES_BROKEN_INTO... Maybe we could do something with creature's loyalty too.
- For Skybird Trill, the last level, I thought about the use of the unused speeches and I guess some hardcoding is required for that level. I really think the Avatar should "vanish" in that level, but only when he's imprisoned or stunned. This is to avoid the Keeper to have it in his army. That would make sense.
- As you probably know, the Goodies CD of Dungeon Keeper has some unused creature and in-game sounds. Would be nice to actually use them. I have even a few additional ones from Beta versions and I already use two of them in my unofficial patch even though one of them is silent. It is sound number 174 (not 0 based) in Sound.dat file called TABFALL.WAV. Would be nice to have it working in-game. Same goes for the speeches as well. Some are missing with special crates. Would be nice to add them.
- I have an idea about the "Workshop bug" where some unused trap crates may remain in the Workshop thus using useless extra space. I don't know actually how it actually works in-game, but my idea is to make two arrays or tables that are interconnected to each other: one that is about placed traps and the other that is about the trap crates. When a trap is being manufactured, it is added into the first table and keeps being filled. Once we decide to place a trap, a counter would be shown next to the mouse cursor's place trap icon. Example : "Alarm trap X 3" where 3 is the number of alarm traps available you can place. Once a trap is placed, it only decreases THAT counter, NOT the one shown into the control panel -> that counter should only show the AMOUNT OF CRATES available in all your workshops so that, when an imp takes that crate, it decreases the counter by one. Each crate in the first table I said above should be linked to a trap spot of the second table so that, if you place a trap and sell it, the crate linked to it should vanish as well, even if the imp would be carrying it, thus avoiding making cash on a disarmed trap. That's my basic idea, and if you're somewhat confused, just ask me.
- Would it be possible to actually hardcode the Avatar to have two similar sword melee attacks not being used simultaneously. I know it's already possible to give the two different melee attacks, one with sword and the other with fist, but they don't produce the same sound when hitting something and it's ugly. I can clearly see the Avatar attacking two times faster with 2 melee attacks, especially when looking at his attacking animation. That would make sense, I mean, he's the big boss.
- The Floating Spirit can actually activate traps and can't go through enemy doors. Would it be possible for the Floating Spirit to avoid that, making sure he doesn't trigger the traps, doesn't open doors but can go through them, isn't affected by ANY spells and damages, is totally ignored by all creatures, etc.? Actually, it may be problematic for multiplayer games.
- I'd like some tweaks about invisibility. When a creature is invisible, all enemy creatures that can't see invisible creatures should flee while they are getting attacked. Of course, the spell's duration shouldn't be too long, or the creature with invisibility would have a too big advantage. Another idea would be that invisible creatures only reappear when they perform a melee attack, not a ranged one, giving the possibility for them to reach their target without being attacked by most of the enemy creatures, or some personal spells.
- If I'm not wrong, damages done by traps are hardcoded in the game. It would be nice to be able to alter them in config files.
- In DK2, doors have a flower above them to show their health. How about the same thing for DK1 (maybe not a flower, how about a lifebar above them)?
- I guess it's already been said, but how about making Grenade spell to work back?
- How about fixing the infamous "Dark Mistress bug" that causes her to ignore fighting when under the influence of the CTA flag?
That's all my ideas so far. I may add some if I find other things to fix. If you have some ideas or suggestions that aren't too much exaggerated, post them below.
- When a creature from a Keeper is stunned by an enemy Keeper, I'd like that his hunger time stops and returns to maximum while stunned or, if it's a bit exaggerated, just stops. I really consider stupid that a stunned creature dies from hunger. I'd like for him to starve to death only when he's awaken.
- When a creature attacks a creature that is of the same Keeper (when two creatures fight among themselves for example) and imprisoning is ON, I'd love that the other creature DIES instead of being stunned. It doesn't make sense for two creatures that hate themselves to just stun his natural enemy.
- It would be nice to have an option that displays the amount of health as a number instead of the creature's name when clicking on the health bar in Query mode. For example, for a level 1 Bile demon, we could see 1200/1200 instead of his name when clicking with the LMB.
- I'd like to have some patrols in the game with script commands along with that. It would of course require to tweak the AI a little bit to ensure that patrolling parties keep patrolling after they attack or are been attacked.
- It would be nice that "unused" or "not working" things could work back in game. For example in scripts: STEAL_SPELLS, BREAK_IN, TIMES_BROKEN_INTO... Maybe we could do something with creature's loyalty too.
- For Skybird Trill, the last level, I thought about the use of the unused speeches and I guess some hardcoding is required for that level. I really think the Avatar should "vanish" in that level, but only when he's imprisoned or stunned. This is to avoid the Keeper to have it in his army. That would make sense.
- As you probably know, the Goodies CD of Dungeon Keeper has some unused creature and in-game sounds. Would be nice to actually use them. I have even a few additional ones from Beta versions and I already use two of them in my unofficial patch even though one of them is silent. It is sound number 174 (not 0 based) in Sound.dat file called TABFALL.WAV. Would be nice to have it working in-game. Same goes for the speeches as well. Some are missing with special crates. Would be nice to add them.
- I have an idea about the "Workshop bug" where some unused trap crates may remain in the Workshop thus using useless extra space. I don't know actually how it actually works in-game, but my idea is to make two arrays or tables that are interconnected to each other: one that is about placed traps and the other that is about the trap crates. When a trap is being manufactured, it is added into the first table and keeps being filled. Once we decide to place a trap, a counter would be shown next to the mouse cursor's place trap icon. Example : "Alarm trap X 3" where 3 is the number of alarm traps available you can place. Once a trap is placed, it only decreases THAT counter, NOT the one shown into the control panel -> that counter should only show the AMOUNT OF CRATES available in all your workshops so that, when an imp takes that crate, it decreases the counter by one. Each crate in the first table I said above should be linked to a trap spot of the second table so that, if you place a trap and sell it, the crate linked to it should vanish as well, even if the imp would be carrying it, thus avoiding making cash on a disarmed trap. That's my basic idea, and if you're somewhat confused, just ask me.
- Would it be possible to actually hardcode the Avatar to have two similar sword melee attacks not being used simultaneously. I know it's already possible to give the two different melee attacks, one with sword and the other with fist, but they don't produce the same sound when hitting something and it's ugly. I can clearly see the Avatar attacking two times faster with 2 melee attacks, especially when looking at his attacking animation. That would make sense, I mean, he's the big boss.
- The Floating Spirit can actually activate traps and can't go through enemy doors. Would it be possible for the Floating Spirit to avoid that, making sure he doesn't trigger the traps, doesn't open doors but can go through them, isn't affected by ANY spells and damages, is totally ignored by all creatures, etc.? Actually, it may be problematic for multiplayer games.
- I'd like some tweaks about invisibility. When a creature is invisible, all enemy creatures that can't see invisible creatures should flee while they are getting attacked. Of course, the spell's duration shouldn't be too long, or the creature with invisibility would have a too big advantage. Another idea would be that invisible creatures only reappear when they perform a melee attack, not a ranged one, giving the possibility for them to reach their target without being attacked by most of the enemy creatures, or some personal spells.
- If I'm not wrong, damages done by traps are hardcoded in the game. It would be nice to be able to alter them in config files.
- In DK2, doors have a flower above them to show their health. How about the same thing for DK1 (maybe not a flower, how about a lifebar above them)?
- I guess it's already been said, but how about making Grenade spell to work back?
- How about fixing the infamous "Dark Mistress bug" that causes her to ignore fighting when under the influence of the CTA flag?
That's all my ideas so far. I may add some if I find other things to fix. If you have some ideas or suggestions that aren't too much exaggerated, post them below.