user:kettek:elvenlands
Table of Contents
Elvenlands Notes and Corrections and Discussion
The page is a work in progress.
All Maps
Areas to fix or update for all maps:
- Map level difficulty
Most Maps
Areas to fix or update for some maps
- Entrance coordinates
- Map reset group
Per Map Set Notes
Elvenlands/Air
- Map difficulty level for all maps
Elvenlands/Archem
cave1
- Map appears unfinished
- No links to and from the map
- Missing entrance coordinates
- Missing difficulty level
Dmines
- These maps are duplicate of other map set in a different directory (TODO: list that)
fort
- Map appears unfinished
- No links to and from the map
- Missing entrance coordinates
- Missing difficulty level
TODO: Format organization
- Elemental stone quest isn't terribly clear in where one should go to start each part. Making the elemental stones use the quest system should help this. Each elemental stone quest is of the same difficulty, so I suppose the player could receive all 4 at the start.
- Elemental stone quests should have unique graphics for the stones and probably the unique artifacts given.
- Water stone quest doesn't give enough exp for its difficulty.
- Some monsters are a bit too powerful relative to other ones. Maybe a 25% decrease in the final cave map.
- archem/woods seems to be missing a way to gain the “hunting” check inv flag.
- archem/woods should have a map tied to the house_long building.
- Given the interest in having directors move birds in a circular path, maybe a timing game exists within it where if you hit all the targets in X amount of time, you get a reward… not certain how possible that is with baseline map logic, but with Python certainly doable.
- Alternative is remapping Catia/Wtown/shop, perhaps with a few adjustments
- archem/swamp/tow1 seems to have no connection to open spikes.
user/kettek/elvenlands.txt · Last modified: by leaf