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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to feature-requests</title><link>https://sourceforge.net/p/tyrant/feature-requests/</link><description>Recent changes to feature-requests</description><atom:link href="https://sourceforge.net/p/tyrant/feature-requests/feed.rss" rel="self"/><language>en</language><lastBuildDate>Sat, 23 Sep 2006 22:01:51 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/tyrant/feature-requests/feed.rss" rel="self" type="application/rss+xml"/><item><title>More random locations + new shop type</title><link>https://sourceforge.net/p/tyrant/feature-requests/55/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;I've just played through the game most of the way&lt;br /&gt;
&amp;lt;Having a bit of trouble doing the EXP grind on my&lt;br /&gt;
wizard in order to beat the tyrant&amp;gt;; unfortunately I'm&lt;br /&gt;
having a lot of trouble finding good places to grow in&lt;br /&gt;
experience at this point.&lt;/p&gt;
&lt;p&gt;I can travel down who knows how many floors of measly&lt;br /&gt;
enemies to get to a decent level of opposition, or I&lt;br /&gt;
could run around the now essentially empty and&lt;br /&gt;
completely explored tyrants tower, but both of those&lt;br /&gt;
thigns are boring, finding new rooms with new traps and&lt;br /&gt;
treasures is fun.&lt;/p&gt;
&lt;p&gt;Likewise there aren't that many towns in the game;&lt;br /&gt;
while it's good to be able to return to familiar&lt;br /&gt;
settings and see your good friendly shop whenever you&lt;br /&gt;
like, eventually there will be an item that you want&lt;br /&gt;
(like the book of black magic or holy magic that I'm&lt;br /&gt;
desperately looking for to increase my ammount of&lt;br /&gt;
magical ability), and buying up random items from a&lt;br /&gt;
shopkeeper in the hopes that they will restock is not&lt;br /&gt;
nearly as interesting as wandering into a new town.&lt;/p&gt;
&lt;p&gt;Also; since shopkeepers never have that much on them&lt;br /&gt;
over half of my carried weight are soverigens...&lt;/p&gt;
&lt;p&gt;I sugest adding some or all of the following to help&lt;br /&gt;
with this:&lt;/p&gt;
&lt;p&gt;1- An alwase random dungeon that is leveled for player&lt;br /&gt;
level -5 or something like that, so that there is&lt;br /&gt;
alwase a supply of new areas that are a difficult&lt;br /&gt;
challange and contain good treasures. Perhaps have it&lt;br /&gt;
identified as 'a series of challanging caves' and when&lt;br /&gt;
you enter it it says something like 'you enter the most&lt;br /&gt;
difficult looking cave that you dare'&lt;/p&gt;
&lt;p&gt;2- An alwase random town, that is leveled for the&lt;br /&gt;
player level (thereby containing lots of very expensive&lt;br /&gt;
items), it could be represented by a point on the map&lt;br /&gt;
that says 'traveling merchants bizarr' or something&lt;br /&gt;
like that.&lt;/p&gt;
&lt;p&gt;3- An alwase random dungeon that is level for player&lt;br /&gt;
level, that alwase contains a random shop at player&lt;br /&gt;
level.  This might be preferable to just a random town&lt;br /&gt;
to prevent item farming, by making the player run&lt;br /&gt;
through some hoops; but it also might just piss off the&lt;br /&gt;
player&lt;/p&gt;
&lt;p&gt;4- A bookshop that contains all of the skill books in&lt;br /&gt;
the game, but at 100x there normal price; perhaps best&lt;br /&gt;
combined with 3, so that the bookshop is avalible at&lt;br /&gt;
any time but requires a run through a difficult dundeon&lt;br /&gt;
to get to.  call the point on the map 'the long and&lt;br /&gt;
difficult road to the great library'&lt;/p&gt;
&lt;p&gt;None of these are of terminal priority; but I think&lt;br /&gt;
they would greatly enhance the game.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Anonymous</dc:creator><pubDate>Sat, 23 Sep 2006 22:01:51 -0000</pubDate><guid>https://sourceforge.neta2c3cdf596a17faeb9cb55cbd456eeae112c2a79</guid></item><item><title>in game help</title><link>https://sourceforge.net/p/tyrant/feature-requests/54/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;a key sortcut list somhere in the game woud be very&lt;br /&gt;
useful, curently the only way to discover which keys do&lt;br /&gt;
what is to try them and see, which is anoying and time&lt;br /&gt;
conuming.  also some info on what your skills achive&lt;br /&gt;
would help, curently players have no way of telling&lt;br /&gt;
weather a skill works yet or not, let alone what they&lt;br /&gt;
do.  unless the efect is realy obvious they may miss&lt;br /&gt;
it, or arive on your forums with questions like:&lt;br /&gt;
"ive got true magic and spellcasting both at levle 8&lt;br /&gt;
but my spells are rechargeing realy slowly what do i&lt;br /&gt;
do? oh and whats that focus thing for anyway?"&lt;/p&gt;
&lt;p&gt;the short of atenion span, frustrated by too many of&lt;br /&gt;
these problems may give up on tyrant entirely.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Anonymous</dc:creator><pubDate>Sat, 05 Nov 2005 16:22:15 -0000</pubDate><guid>https://sourceforge.net4f1429d0390da9b52203124b40eee6512b5f8562</guid></item><item><title>backwards compatability</title><link>https://sourceforge.net/p/tyrant/feature-requests/53/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;It would be nice to have some kind of option that would &lt;br /&gt;
convert a Tyrant save file from say for example, 0.333 to &lt;br /&gt;
0.334. And so on. The problem with this is it would have &lt;br /&gt;
to know what changed in each version. Maybe not &lt;br /&gt;
necessarliy in-game. Maybe a seperate downloadable &lt;br /&gt;
application?&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">compudave</dc:creator><pubDate>Mon, 13 Jun 2005 20:26:07 -0000</pubDate><guid>https://sourceforge.net189e2a89352c4c2d7ef52f2f05e4bb0c91cab6ce</guid></item><item><title>Game file as command line argument</title><link>https://sourceforge.net/p/tyrant/feature-requests/52/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Hi All,&lt;/p&gt;
&lt;p&gt;I propose to give user an ability to pass game file into &lt;br /&gt;
Tyrant application as command line argument:&lt;/p&gt;
&lt;p&gt;java -jar tyrant-0.330.jar Tyrant.sav&lt;/p&gt;
&lt;p&gt;Here are sources I changed to achieve this. I have not &lt;br /&gt;
committed them yet. The improvement works OK; but I &lt;br /&gt;
would like someone to review the changes first. &lt;/p&gt;
&lt;p&gt;Thanks,&lt;br /&gt;
Victor&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Victor Sotnikov</dc:creator><pubDate>Sun, 13 Mar 2005 00:23:00 -0000</pubDate><guid>https://sourceforge.netae7f481ad3d8d1bf764eb718853d242fc7c4bdc1</guid></item><item><title>Monster suggestion</title><link>https://sourceforge.net/p/tyrant/feature-requests/51/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;There are lots of 'friendly' monsters in the game that are food , like &lt;br /&gt;
the rabbits, snails, etc. Why not add some ducks or geese and have &lt;br /&gt;
them only be on water tiles? You can go fishing, there are &lt;br /&gt;
canoes..why not go hunting for ducks? Other parts besides some &lt;br /&gt;
meat would be goose down, quill feathers (duck) and for a joke &lt;br /&gt;
maybe even a 'rubbery ducky'. Just a thought. :)&lt;/p&gt;
&lt;p&gt;edit: I was told to post this here instead of in the developer area.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Dragonlady</dc:creator><pubDate>Thu, 24 Feb 2005 19:52:33 -0000</pubDate><guid>https://sourceforge.netfb6b0262bc348edc4a00856c46288c49b56426b8</guid></item><item><title>rune caster ability</title><link>https://sourceforge.net/p/tyrant/feature-requests/50/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;At +3 rune lore and higher a runecaster can take a&lt;br /&gt;
blank runestone and toss it on a rune trap and the&lt;br /&gt;
runestone disarms/captures the ablities of the trap for&lt;br /&gt;
the runecaster to use.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TubbyTunes</dc:creator><pubDate>Thu, 24 Feb 2005 04:52:05 -0000</pubDate><guid>https://sourceforge.netf5a7d7c79dff7424aad1a8fd9bee18a0bd9ede62</guid></item><item><title>whats new in this version</title><link>https://sourceforge.net/p/tyrant/feature-requests/49/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;I think, Tyrant could display information whats new in &lt;br /&gt;
given version of the game. This information could be &lt;br /&gt;
provided using another item of the initial menu: one &lt;br /&gt;
where user asked to create new character, or load a &lt;br /&gt;
previously saved game; etc. Another item See whats &lt;br /&gt;
new in this version may be added into this menu.&lt;/p&gt;
&lt;p&gt;Victor&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Victor Sotnikov</dc:creator><pubDate>Tue, 15 Feb 2005 13:59:36 -0000</pubDate><guid>https://sourceforge.net2e16771f74138acd5e43a2ea4a5d74dd2e473272</guid></item><item><title>Cancel kick command</title><link>https://sourceforge.net/p/tyrant/feature-requests/48/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Suppose I have selected kick command. I am &lt;br /&gt;
prompted to select direction; but in this moment I &lt;br /&gt;
decided NOT do it.  I see no way to cancel the &lt;br /&gt;
command  ESC does not work, at least. &lt;/p&gt;
&lt;p&gt;If there is really no way to cancel kicking, I propose to &lt;br /&gt;
give user this ability  by pressing ESC.&lt;/p&gt;
&lt;p&gt;Thanks,&lt;br /&gt;
Victor&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Victor Sotnikov</dc:creator><pubDate>Tue, 15 Feb 2005 13:08:16 -0000</pubDate><guid>https://sourceforge.net69be1373657ea5bfc71cc02a1b17145d146a2ba8</guid></item><item><title>add auto-save function</title><link>https://sourceforge.net/p/tyrant/feature-requests/47/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;How about adding auto-save function into the game  &lt;br /&gt;
to save the game with user-specified periodicity. I think &lt;br /&gt;
it will be good for end user. &lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Victor Sotnikov</dc:creator><pubDate>Wed, 09 Feb 2005 20:04:05 -0000</pubDate><guid>https://sourceforge.net13f88ff8420fb28be24000d9542def5b7dec5c56</guid></item><item><title>Annoyances</title><link>https://sourceforge.net/p/tyrant/feature-requests/46/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;-Abilities&lt;br /&gt;
As a thief you don't get any bonuses for stealth or in&lt;br /&gt;
stealing items from a store. Several of the abilities&lt;br /&gt;
in the game have no purpose at all. The artisan class&lt;br /&gt;
isn't even attainable by any character in the game.&lt;/p&gt;
&lt;p&gt;I don't like the weapon lore/Item lore cheesy stuff,&lt;br /&gt;
just make a counter. The more you use the skill the&lt;br /&gt;
better you get at it. That's how it should be for many&lt;br /&gt;
of the skills.&lt;/p&gt;
&lt;p&gt;-Runes&lt;br /&gt;
Maybe it's just me but many of the runes you can make&lt;br /&gt;
don't seem to do anything at all no matter what your&lt;br /&gt;
skill in rune lore is or the item you use them on.&lt;br /&gt;
Also, you can't stack more abilities on an item. It's&lt;br /&gt;
either inscribed with one rune or another.&lt;/p&gt;
&lt;p&gt;-Item Destruction&lt;br /&gt;
Why do you like to destroy crap so much? You accidently&lt;br /&gt;
step into the water, your item is destroyed! You&lt;br /&gt;
accidently  step into the fire, a few of your items&lt;br /&gt;
were destroyed! Fire imp casts fire on you, he&lt;br /&gt;
destroyed 5 items! You read the scroll of drowkcab&lt;br /&gt;
sentences, some random item is distroyed. You read the&lt;br /&gt;
scroll of jibberish, many of your items are teleported&lt;br /&gt;
all over the screen. You find a trap. You try to disarm&lt;br /&gt;
it but you accidently trigger it and a flame spell&lt;br /&gt;
drains half your life and destroys your weapon.&lt;/p&gt;
&lt;p&gt;-Cursing&lt;br /&gt;
As if the item destruction stuff doesn't make you&lt;br /&gt;
paranoid enough to save every 2 seconds, the cursing is&lt;br /&gt;
way too often. Your item is cursed! You can't take it&lt;br /&gt;
off. To remove it you have to read a scroll, but you&lt;br /&gt;
need the literacy skill or your screwed. You could&lt;br /&gt;
always get lucky and find a heavy manual which teaches&lt;br /&gt;
you literacy, but, oh wait, you can't read. What's the&lt;br /&gt;
point in a heavy manual of literacy then? The potion of&lt;br /&gt;
literacy is the only alternative, good luck finding it,&lt;br /&gt;
and when you do be sure to save or you might just&lt;br /&gt;
scatter your items or poison yourself testing scrolls&lt;br /&gt;
to see if you can find something to uncurse it. Holy&lt;br /&gt;
water is in pretty low frequency too.&lt;/p&gt;
&lt;p&gt;Change the probability of having an item cursed. &lt;/p&gt;
&lt;p&gt;- Weight&lt;br /&gt;
If you pick up items and there are several different&lt;br /&gt;
items in the same area you can pick them all up if you&lt;br /&gt;
have enough room in your inventory for the top item.&lt;br /&gt;
Cursing shouldn't drastically effect the weight you can&lt;br /&gt;
carry, but I think it does. &lt;/p&gt;
&lt;p&gt;-Item Identification on Death&lt;br /&gt;
To see what items I have all I have to do is start&lt;br /&gt;
kicking people in town after I save. &lt;/p&gt;
&lt;p&gt;-Townsmen&lt;br /&gt;
Once a townsman kills a monster or chases it, after the&lt;br /&gt;
monster is dead they walk onto the blood pool and never&lt;br /&gt;
move again.&lt;/p&gt;
&lt;p&gt;-Arrows&lt;br /&gt;
You can shoot things in a dungeon not matter if there's&lt;br /&gt;
a wall in front of you, or you can see them, or not. &lt;/p&gt;
&lt;p&gt;-Money Cap&lt;br /&gt;
There's a money cap of 50 gold for selling things.&lt;/p&gt;
&lt;p&gt;-Pray&lt;br /&gt;
Praying only works twice, once to identify your items&lt;br /&gt;
and again to give an item. It's better not used in the&lt;br /&gt;
beginning. I haven't seen any other alters. &lt;/p&gt;
&lt;p&gt;-Stuck&lt;br /&gt;
Two characters can get stuck if they meet at the doorway.&lt;/p&gt;
&lt;p&gt;-Rune orc&lt;br /&gt;
If the auto map generator makes a verticle room with 1&lt;br /&gt;
width, you can just jump behind the rune salesman and&lt;br /&gt;
wait until he keep moving him forward until he's out&lt;br /&gt;
the door.&lt;/p&gt;
&lt;p&gt;-Game script&lt;br /&gt;
You can't access it after you just died.&lt;/p&gt;
&lt;p&gt;-Killing&lt;br /&gt;
Kill one person in the town and the whole town becomes&lt;br /&gt;
aware. This is especially annoying in a dungeon where&lt;br /&gt;
there's non hostile monsters and a store because if&lt;br /&gt;
your an archer shooting a bunch of goblins that are&lt;br /&gt;
walking around it's easy to kill the identical looking&lt;br /&gt;
NPC on accident. &lt;/p&gt;
&lt;p&gt;-Food&lt;br /&gt;
There's a dungeon that's like 10 floors long and&lt;br /&gt;
there's rarely any food that fills the character that&lt;br /&gt;
is dropped.&lt;/p&gt;
&lt;p&gt;-Dying&lt;br /&gt;
In the beginning it's easy to die if you get assaulted&lt;br /&gt;
by a bunch of rock throwers or magic users. The magic&lt;br /&gt;
users mainly because they destory half your items in a&lt;br /&gt;
few turns. Bugs are almost impossible to hit sometimes.&lt;br /&gt;
Jumping on them would be a good idea for damage.&lt;/p&gt;
&lt;p&gt;-Pickpocket&lt;br /&gt;
Pickpocketting sucks. You can't get anything decent&lt;br /&gt;
except from the lady at the Inn to start you out with&lt;br /&gt;
some arrows. The rest are either impossible to steal&lt;br /&gt;
from or have stupid stuff like a million apples. The&lt;br /&gt;
only ones to get something decent from are the healers&lt;br /&gt;
in the town, but their stock of items to steal doesn't&lt;br /&gt;
regenerate.&lt;/p&gt;
&lt;p&gt;Lockpicking-&lt;br /&gt;
There's nothing good in the towns enough to get a lock&lt;br /&gt;
pick. Usually you can just kick down the door without&lt;br /&gt;
anyone noticing. Kicking it down makes a lot more&lt;br /&gt;
sense, especially in dungeons.&lt;/p&gt;
&lt;p&gt;-Dungeons&lt;br /&gt;
There are some places that have doors but 1 square of&lt;br /&gt;
space behind them.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Jimmy</dc:creator><pubDate>Sun, 16 Jan 2005 21:53:06 -0000</pubDate><guid>https://sourceforge.netbe5b40c5f83a282bb368c7940e565e2a520f137a</guid></item></channel></rss>