Page 2 of 15

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Tue Apr 14, 2009 6:36 pm
by Zakia
V 2.0 ideas:
*Already gave you a few item suggestions near the end of the last thread. Those could be for either version

Random shop ideas and suggestions:

Equipment in a shop will scale to your best enhanced equipment.

For example, if you have a +2 +3 Studded leather vest there would be a new piece of armor sold that randomly distributes the 5 enhanced points you have on that. That means you can have many combinations, +1 +4, +5 +0, +3 +2, ect.

Also, I know you probably have decided on shops only selling certain types of items, but here's an idea I have on a balanced store stock:


*Melee weapon or Crossbow.
*Throwing weapon
*Blessed/enchanted item
*Sets of 30 arrows and 15 bolts.
*2 rations. Since I personally don't think you will have food problems without rings, you've got to be spoiling yourself rotten with rings to need more. Therefore, food should be outrageously priced.
*Pre-identified scroll of identity, does not stack with other ones to cause instant-identification of identity scrolls.
*Identified/unidentified ring
*Identified scroll
*Unidentified scroll
*Identified potion.
*Unidentified potion.
*Unidentified or 'half' identified staff.

I think this covers everyone's needs to the smallest extent possible.

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Tue Apr 14, 2009 7:47 pm
by Xanmyral
New here, but may as well try.

Mushrooms have a 1d4 chance of causing short bouts of hallucination- Wha? Sorry, just ate this wicked mushroom mannn...
You get to pick your starting weapon type- I'm sure not all of us like to start with a mace. Stats will be the same however.
Hallucinations have a fifty fifty chance, instead of pretty it's scary- Tearing heads off of princesses is nice though.
Eating food has a 1d6 chance of recovering one strength point- I hate snakes... :x Plus, doesn't a meal give you energy?
Potion of night vision- Temporarily give night vision
Scroll of Disenchant- Randomly chooses between a ring, armor, and weapon, and strips it of one enchant. If armor/weapon, only of one point.
Amulets?- I know this will be large, and probably tedious, but, if there is this one amulet, isn't there less stronger ones? You can only wear one obviously however. Maybe Amulets can help you attack, or something... Like wearing this one amulet adds 1d4 to your attack, or allows you to be more accurate, or so on and such. Just ideas.
Returning throw able weapons?- Sorry, got this from Wulfgar, but hey, he has a sweet hammer. Like, you throw it but it doesn't come back until so many turns, but Uber rare to get a returnable weapon. :geek:

(Edited some with new ideas)

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Tue Apr 14, 2009 8:00 pm
by Berenzen
I dunno if it would be too cheap but maybe you can have an extremely rare ranged weapon pre-enchant that auto-restocks arrows. Allows for another secret character possibility too...
On that topic... Any chance at more Drizzt Do'Urden references?

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Tue Apr 14, 2009 8:56 pm
by LordGek
Xanmyral wrote:New here, but may as well try.

Mushrooms have a 1d4 chance of causing short bouts of hallucination- Wha? Sorry, just ate this wicked mushroom mannn...
While I'm not sure of the odds, I think this is already a risk you run in the game with each shroom ingested.

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Tue Apr 14, 2009 9:03 pm
by LordGek
I know this has been covered a bit in the official Touch Arcade forum thread, but some basic sounds would be great!
http://forums.toucharcade.com/showthread.php?t=9226

There definitely will need to be a fine balance made here as they'll need to be sounds that don't drive you mad hearing them over and over again (like whatever will be used for the attack hit/miss stuff). Just something subtle to give a little audio reinforcement that you did just take a step, attack a beast, drink a potion, zap a wand, read a scroll, or whatever.

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Tue Apr 14, 2009 10:05 pm
by elswitzer
I wouldnt mind a FAQ being available.

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Wed Apr 15, 2009 7:10 am
by CommanderData
I'm listening to all of these! Hopefully I can update my first post later today to reflect some of the really good ones... I also need to comb back through the old thread one more time and make sure we didn't leave anything good on the table back there, so bear with me a bit longer and keep them coming :D

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Wed Apr 15, 2009 2:09 pm
by Berenzen
I wouldn't mind a potion of regeneration which would basically be a potion version of the ring of regeneration that would last say... 150 turns seem reasonable?

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Wed Apr 15, 2009 4:06 pm
by Mooch
I know some of these ideas are a bit cliqued but here it goes- 1. A scroll of tame monster I know this would be hard to script but it'd be really helpful to have a companion in the dungeons of doom and 2. Maybe instead of a random store you could have a scroll that teleports you there? Just throwing ideas out there. Long live rogue :)

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Wed Apr 15, 2009 4:11 pm
by LordGek
Mooch wrote:I know some of these ideas are a bit cliqued but here it goes- 1. A scroll of tame monster I know this would be hard to script but it'd be really helpful to have a companion in the dungeons of doom and 2. Maybe instead of a random store you could have a scroll that teleports you there? Just throwing ideas out there. Long live rogue :)
This shop teleportation...would this teleport you to an existing shop on the level or to some shop outside of the dungeon?