- Some of them might not concern the DSB engine itself but rather the DM dungeon, still it'd be nice if DSB as a DM clone would have a fully functioning DM1, no matter whether Joramund updates his dungeon or whether Sophia offers some lua script to correct it.
Severe bug:
LUA-error when trying to take the powergem with the firestaff. .
Firestaff and the powergem wallitem are used up, but no empowered firestaff appears. Dead end, game unsolvable.
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OBJ: 405 system archs
OBJ: 406 total archs
gamedir D:\Spiele\DM\DSB\dm (base:0)
INIT: Starting fullscreen mode
INIT: Using color depth of 32
INIT: Starting FMOD
INIT: Triple buffering unavailable or disabled.
LUA: Lua initialized
Parsing base/global.lua
Parsing base/graphics.lua
Parsing base/inventory_info.lua
Parsing base/util.lua
Parsing base/triggers.lua
Parsing base/conditions.lua
Parsing base/monster.lua
Parsing base/monster_ai.lua
Parsing base/methods.lua
Parsing base/damage.lua
Parsing base/xp.lua
Parsing base/magic.lua
Parsing base/msg_handlers.lua
Parsing base/hooks.lua
Parsing base/system.lua
Parsing base/render.lua
Parsing base/startup.lua
Parsing D:\Spiele\DM\DSB\dm/startup.lua
Parsing base/objects.lua
OBJ: 405 system archs
Parsing D:\Spiele\DM\DSB\dm/objects.lua
OBJ: 406 total archs
DUNGEON: Attempting to load
Parsing D:\Spiele\DM\DSB\dm/dungeon.lua
LUA ERROR: base/triggers.lua:33: Sound is nil
SHUTDOWN: Shutting down...
Minor bug:
LUA-Error when putting the last item (Bow) in the Riddle Room:
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INIT: Parsing configuration file
INIT: Using gamedir D:\Spiele\DM\DSB\dm (base:0)
INIT: Starting fullscreen mode
INIT: Using color depth of 32
INIT: Starting FMOD
INIT: Triple buffering unavailable or disabled.
LUA: Lua initialized
Parsing base/global.lua
Parsing base/graphics.lua
Parsing base/inventory_info.lua
Parsing base/util.lua
Parsing base/triggers.lua
Parsing base/conditions.lua
Parsing base/monster.lua
Parsing base/monster_ai.lua
Parsing base/methods.lua
Parsing base/damage.lua
Parsing base/xp.lua
Parsing base/magic.lua
Parsing base/msg_handlers.lua
Parsing base/hooks.lua
Parsing base/system.lua
Parsing base/render.lua
Parsing base/startup.lua
Parsing D:\Spiele\DM\DSB\dm/startup.lua
Parsing base/objects.lua
OBJ: 405 system archs
Parsing D:\Spiele\DM\DSB\dm/objects.lua
OBJ: 406 total archs
DUNGEON: Attempting to load
Parsing D:\Spiele\DM\DSB\dm/dungeon.lua
- The aforementioned to high stamina drain is probably mainly a significant problem for newbie players,
since it induces increased food drain, and you have to play through pretty quickly toward the Screamer-Chamber and train there,
if you don't want to run out of food, which kinda spoils the fun of exploring and solving riddles
(and deters players from skipping training).
Normally I don't train since to highly levelled characters decrease the challenge,
but in DSB I just had to train in order to have the increased vitality counter the to high drain
(after repeatedly having to drink Ya-potions in mid-combat).
XP:
- Part of the XP issue is the much lower success rate of spells compared to non-DSB.
My craftsmen wizards resorted to shooting worms with Um-Fireballs, because higher powered fireballs mostly failed.
From my memories I think I used to shoot worms rather with Ee-Fireballs. However, later on this discrepancy more and more vanished.
- Generally it's not bad that the highest spell difficulties do not always work when you're just an adept, but instead occasionally require a LoMaster oder an UmMaster, but on the low levels (-, neophyte, novice) this needs to be amended a bit.
Character direction:
- It'd be good if on a melee attack a character that is not turned toward the front monster would turn automatically toward the front
if there is no other monster adjacent in the direction he is currently turned toward.
Spell durations:
- My impression is, that shield spells have a much to short duration. I consent that in vanilla-DM they had a to generous duration, but I'd prefer rather something in-between vanilla and current DSB.
- I consent with the much shorter potion durations in DSB (compared to vanilla), especially if you drink a character up to a ridiculous high stat, but if you have just a little increase, the effect vanishes a bit to quickly. So I'd suggest to smooth out the curve a little.
Visual angle:
- Probably from RTC I'm used to see monsters on a tile diagonally before the party. In DSB this depends on the monster position within a tile and its graphics size. I think if there is some monster on any position diagonally before the party, the player should always see at least some small (but still clearly significant) part of the monster. Maybe the monster graphics display could be corrected with some X-offset, if less than a certain number of X-pixels are visible (and if there aren't 2 walls on the the 2 non-diagonal tiles between party and monster). When walking through a hall (instead of a tight corridor), this would enhance the impression of spatial perception instead of some "tunnel gaze".
Encumbrance State (yellow):
- Is not always immediately updated to non-yellow when drinking Ku-potions.
Skills:
- I just gained melee with Halk without actually gaining a fighter level. Later on I had 2 characters train a little against rats, one with the Hardcleave, and one with the diamond blade, both characters were cleaving. When the hardcleave-wielder gained berzerk, I switched weapons and noticed, that the other character (the one who only cleaved with the diamond blade) also had gained berzerk.I repeated that process with 2 other characters, same result.
So I assume, that DSB is using rather the original internal skills (which I like much more than the RTC simplifications).
Is that valid for all of the hidden skills of original DM so far? Or are there differences between DSB/DM/DM2?
Monster resistances:
- Had to throw quite a few high power fireballs on a Slimer. Aren't they supposed to be fire-susceptible?
Illusionary walls:
- Monsters (in this case a rat) don't seem to follow through illusionary walls.
- Monsters should ignore an illusionary wall once the party has entered it or has shot a missille through it.
Wizard's Eyes:
- Sometimes they don't use their Zo spells. Probably a closed opaque door just says "You don't see the party",
even after party opened it, fired missiles through it, and closed it again.
Lightning Bolt:
- Seems to have the same area effect in DSB as Fireball. Is that supposed to be? Or shouldn't it instead hit just targets in the same row?
Gigglers in the Void:
- In the void level I never encountered any gigglers at all. Does the engine run several levels on full speed simultaneously?
Probably the gigglers are killed by the Wrath-of.God-like fireball machine long before the party enters the level.
- I suggest keeping the gigglers on their starting position until the party firstly enters the level. Of course this could be done by adding in a few monster teleporters, but it might be more handy to add a flag to dungeon levels that says "freeze level until it is entered first" if it is set.
Mana-items:
- Some items like the Staff of Manar are supposed to increase the mana regeneration rate by some internal multiplier. Didn't notice this in DSB.
Rusters:
- Do rust monsters have a rust attack in DSB? Didn't see stuff rusting. I'd suggest it as an option (I'd like to see lost content reimplemented).
Malfunctioning traps:
- In the What-is-underfoot-is-soon-overhead corridor of fire the floor triggers only respond to party and not - as they should - to items too.
- The poison-trap protecting the diamond blade doesn't work. I can just take the blade an nothing happens at all, neither darts nor poison clouds.
Wall items:
- In the copper-coin-shop the coin slots don't disappear but are instead shown over the alcoves.
Non-corporeal monsters:
- Might be just coincidence, but so far I haven't seen any immaterial creature (ghosts or water elementals) pass any door.
Does their AI take into account that they can pass opaque doors?
Turquoise key treasures:
- The flamebain doesn't increase anti-fire. Shouldn't it?
- I'd like to see lost content reimplemented - in this case the "spit fireball" action for the dragon spit.
Sitting ducks:
- Stone golems take to long before hitting the party. At least once in a while they should immediately strike when the party steps into reach. Even an inexperienced player will walk through that level without taking a single hit.
Sound:
- Walls should have a stronger effect on reducing the volume of monster steps.
Currently a monster in a room completely secluded by walls are to indistinguishable from monsters coming straight toward party.
- An in-game sound volume control would be nice too.
- Implementation of the DM music (nitendo) as a sound option (music on/off) would be a cool atmospheric feature too.
Shortcut keys:
- The shortcuts for switching the leaders position in the party in nice, but even more I'd like to have 2 buttons that just mirror all the character positions vertically or horinzontally.
- A quickload button would be handy, especially for game testing purposes when you want to test, whether some behaviour can be reproduced.
- Allowing combinations of keys for shortcut-keys (like CTRL+S) would be good - especially for stuff like the "Quit" shortcut.
Saving:
- I'd like to have more savegames slots.
- Sometimes the editor doesn't keep the last directory path used when restarted.
Monster movement & outlook:
- I prefer the monster behaviour of DSB (monsters make turning+moving as 1 action and don't waste time moving quarter-tile-wise) before that of RTC. However, the general idea of RTC that monster movements just looks smoother, if they move quarter-tile-wise and first turn and then move, also has some merit - in RTC the monsters just took to long for those partial movements (the player could easily react to those partial movements when the game ran on standard speed). So my suggestion is having the monster turn and change position like in RTC, but only for a very short moment that doesn't use up monster actions. That would look pretty, without spoiling the monster tactics.
Smarter monsters:
- Monsters lurking behind corners, ready to strike.
- Monsters that have been damaged by a closing door not walking a second time under the same doorway while the party is standing adjacent to the door (instead they'd use ranged combat or retreat behind the next corner - see above).
- Monsters coming 'round the corner, firing their missile and retreating into the shelter behind the corner again.
- Monsters breaking cycle-running in various manner - not only by changing direction as well as by waiting for the party to move, but also by fleeing into a tighter corridor and then lurking there behind the corner (see above).
Projectile weapons:
- Smarter ammo stacking (small items should preferably go to small quiver places and not to the scabbard first).
- As a general option, please add taking ammo from a container in the left hand, like in DM2.
Anyone who'd like to always play DM2-style can turn it on, anyone preferring vanilla-DM1 can turn it off.
Wish-list:
- Original Intro- and Endmovies, no matter how low the resolution was back then.
- More items eligible für pouch and quiver (wands, magic boxes, potions, etc..).
- True poisoning of monsters by DesVen and possibly OhVen.
- More ninja XP for actually inflicting damage to monsters (similar to RTC).
That'd make ninja a useful class instead of an auxiliary class for fighters gained by throwing stockpile around.
I'd change "Jab" (rapier) being a ninja attack. (I'd also like to do a couple of other things with other ninja skills later on, like using the coinflipping-skill for EOB-like lockpicks instead).
Since I'd like very much DSB to be the pinnacle of all DM versions, sequels, engines and clones, it'd be wonderful if on the one hand it'd stays close to the best core engine (vanilla-DM1), but also takes the best features of other canon games (CSB, DM2, and a tiniy bit of Nexus) and clones, or at least allows those features as options, and a few unique improvements. That's why I still would like to see:
- An option for having an action icon for each hand of a character (similar to DM2).
- An option for iterative action regeneration (similar to Nexus).
- Actions for non-weapon items (throw, consume).
- Optional additional mini action icons that are always available (kick, war cry, sheathe/draw).
- Castle Skullkeep! With optional Amiga or PC graphics.
- Transparent pits (with reduced light level). To see monsters lurking in the pits below and on briges overhead was a cool atmospheric feature in Nexus. I think this could be archieved without actual 3D.