The devs have mentioned they were "leaning towards taking a handful of modder requests for 1.0.10". Right now most requests are spread around the forum in random threads. I think it'd be easier if we try to compile them all in one thread. Post your requests here. One request per reply, to keep things organised. Maybe you can also 'like' requests that you are particularly interested in being added? Try to keep discussion to a minimum so the thread is easy to browse.
Scaling Factor All spells scale according to . This includes procs (such as Assassination), non-magic abilities, items, wands and traps. Instead, I'd like to be able to specify the scaling factor on a tag-by-tag basis. Example: Et Tu? (the final Assassination proc) deals high scaling piercing damage: Code: <effect type="damage" piercing="3" piercingF="0.5" bleed="1" /> If a 'secondaryFactor' and 'primaryFactor' attribute was added that specified a secondary/primary attribute id (similar to the way the buff tags work) we could make this ability scale according to instead: Code: <effect type="damage" piercing="3" piercingF="0.5" secondaryFactor="4" bleed="1" /> //4 = Crit
Random Damage/Resistance types The Toque of Kanada gives you 6 : Code: <resistbuff hyperborean="6"/> I'd like to be able to define a 'random' damage type, that is determined when the item is generated. Example: A ring that gives you +3 resistance to a random damage type. Code: <resistbuff random="3"/> Example: An amulet that gives you +2 resistance to 2 random damage types: Code: <resistbuff random="2"/> <resistbuff random="2"/>
First, I asked for the "Trigger random spell from list" trigger to be added, and apparently it was added, except the syntax was never explained. (Solved: <effect type="triggerfromlist"><option name="spell 1" /><option name="spell 2" /></effect>')
Genericized item classes Replace the <gem/> and <mushroom/> tags with a generic <class="gem"/> tag. This would allow for more abilities that sacrifice a kind of item to use.
Removing Buffs The only way to remove buffs at the moment is with the uncurse effect. I'd like to be able to remove specific buffs by referring to the spell name. Example: Removing the Radiant Aura buff. Code: <effect type="removebuff" name="Radiant Aura" />
Recipes exclusive to a skill Recipes you can only use if you have a certain skill, and that otherwise are inaccessible.
Make it possible to gain knowledge of crafting recipes through gaining levels in a certain class. For example: Grant knowledge of the iron thorns ring recipe upon gaining level 5 in smithing. Also make it possible for dungeon entities to grant specific item recipe knowledge. For example: Reading the tome of Fire or Ice grants knowledge of a random fire or ice related recipe, like the magma mace or the hyperborean potion.
The addition of triggers for Counter and Block like we have for dodge, as well as an option for a trigger on target dodge/Block/counter (IE. you missed) Also, seconding the more control on consumed items for spells, and flexible incrementing stats
When was this? I mean it works, which is absolutely awesome, but I'd still just like to see the source as said, simply because I'm curious.
Dammit! Why do you have to teach me cool new code the day after I finalized my first two mods!!? Guess it's time to start a new one!
Add the percent="X" flag to <customblocker>, <monster>, and <horde>. Fix MonDB.xml so that monsters in it spawn randomly instead of only through rooms.xml. Allow identification of existing buffs and remaining totals on food/drink, so that one could have an ability that on activation, has variable effects based upon how much food/drink you have remaining, and then consumes that value. Add <miniboss> or similar, to force a hero to spawn.
Ability to mod Barbecue Grills, Minifridges, Dirt Patches, etc. I'd appreciate having a higher level of interaction with the grills, minifridges, etc when modding. Right now there is a place to modify how frequently they show up, assuming modifications to tweakDB work (which I'd heard they don't, but I haven't tested it yet), but no way that I'm aware of to place them in a specific room. I'd like to not only force them to appear (so I can make a themed room that's a kitchen), but also be able to modify the contents of mini-fridge type containers, create elements that transform certain items when placed on them like the grills and dirt does, etc. As I think about it, some of this is possible to approximate with the condition and action functions of the room.xml, but there's no documentation to explain how any of it works. What I should be asking for is more documentation of how the existing codes work in things like room.xml, spellDB.xml, tweakDB.xml, etc. Explanations of just about everything would be extremely helpful.
I'd like the option to make a skill not waste your turn. Like, you can use a "quickuse" skill, and then attack before your enemies can react.
Since I mentioned it somewhere else: Add a method of tying delayed triggers or dots to a tile. Maybe even have buffs for this show up on the player (which would relate to requiring a buff for triggers/dots). Also maybe to created objects?
Well, with Skill Trees being the most popular sort of mod, obviously the GUI needs to be updated to handle having a million different available starting skills. At the moment, having more skills than the GUI was designed for causing the Icons to overlap the selection bar. Seems like a bigger area to hold the icons or a scroll bar is in order. Or both.
Buffs (and other non-damage effects) should scale as well. Simply put, it's easyish to balance a damage spell and have it be effective and good at all levels, but Poor Impulse Control is basically nonexistent relative to your stat numbers once you get to DL8 or so. If PIC scaled (and, combined with J-Factor's request above, scaled with something relevant to Warriors like Stubbornness), it would always be a joy to see it proc.