Inventory that is container sensitive, with auto-sorting between containers, allowing for dropping container with it's contents, and picking it up with it's contents.
Rewrite Artifacts
Project to rewrite the artifact code to be more JSON-friendly and modular.
There's a large amount of larger-than-firearm ordinance that would have been deployed with any military response in the cataclysm, which presents extremely high value scavenging opportunities for survivors. This project aims to outline the features necessary to create these items and spawn them appropriately. This page is a great resource for currently fielded ordinance: https://www.inetres.com/gp/military/infantry/index.html Also see https://books.google.com/books?id=tHk-AAAAYAAJ&pg=SA8-PA10-IA2 For many references about ordinance compositions
Split the process of hand-loading ammunition into more granular elements to make handloading in general feel more sensible. Currently reloading assumes casting, swaging, priming cases and case prep as a single step, as well as allowing any type of ammunition, and the substandard, wide variation of materials necessitates a 10% damage decrease and 10% increase in dispersion.
The system should reflect the amount of care and quality of materials going in, with substandard materials resulting in 'reloaded ammunition' and well-made/factory components (and some sense of quality control) in 'factory ammunition'.
Players need a way to establish ownership of items. NPCs need a way to establish ownership of items.
Both need ways to transfer ownership, voluntarily and involuntarily, and object to involuntary transfer of items.
Tailoring in DDA is currently broken in a number of significant ways. Most obviously, it's simply way too good, it is preferred over scavenging, which should dominate acquisition of clothing. There are several contributing factors to this. Crafting times are incredibly low compared to reality, leading to the time investment of crafting being depressed. At the same time, the supply of clothing is quite low compared to reality, leading to much extended times required for scavenging. Material requirements for clothing crafting are abstracted a great deal, leading to a situation where nearly any source of cloth can be disassembled and then reassembled into any article of clothing. Additionally, assembly (stitching, cutting, etc) is highly abstracted and acts as if the survivor is able to perform these tasks at a professional, machine-assisted level.
Currently there are very few time-dependent and flag-dependent ways to change elements of the world, either as the player changes events actively, or as the world progresses passively over time.
There need to be systems to recognize and respond to changes in the world, primarily in terms of: -changing item spawns -removing already spawned items -changing merchant inventory -changing maps that already exist (eg. modifying the refugee center over time) -causing particular maps to spawn more often -having new NPCs appear in locations / allowing static NPCs to move around the map
For the first time we're tracking progress toward a release from the beginning, including both burning down blocker bugs and tracking features intended for the next release.
We must review and update various pieces of documentation to bring it up-to-date.
Much like NPC AI, NPC dialog is... uh... bad The various pieces of it are embedded in hard-coded functions in npctalk.cpp, where it's difficult to write and edit.
Luckily we're not the first to encounter this issue, what we want is dialog trees.
Unlike many areas of the game, hand-authoring the dialog is probably insufficient, so we need an editor, luckily we also aren't the first to need this, so there's http://etodd.io/2014/05/16/the-poor-mans-dialogue-tree/
There might be a better set of tools available, but this seems like a good framework to get started with.
acidia wrote the first implementation of faction camps, and has left the project.
Other people will need to continue updating and improving faction camps.
Various issues that need to be resolved to make vehicle support in C:DDA better.
PRs to resolve these issues need to be small and self-contained. No overhauls accepted.
Much of this work is targeted for after the 0.D release.
Project dedicated to reviewing and evaluating the various creations in official mods (\data\mods) and unofficial mods that may be appropriate for inclusion into the core experience/game.
Ideally, any official mods that are included wholesale would be designated obsolete in the modinfo.json to avoid duplications, but also to retain the efforts of the original author.
Additionally, this focuses the energy of contributors and CleverRaven developers into generating and fixing core content, rather than redirecting efforts to consistently fix issues that arise in external mods with major changes in core DDA experience.
The NPC AI system as it exists is a very ad hoc and messy state machine with no formal interfaces between decision making, information gathering, and actions.
Simply replacing this mess with a formal state machine would be a large improvement, but there's no reason not to take it further and move to a modern data-driven AI system.
See http://web.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf https://en.wikipedia.org/wiki/STRIPS http://alumni.media.mit.edu/~jorkin/goap.html https://www.gamedev.net/articles/programming/artificial-intelligence/the-total-beginners-guide-to-game-ai-r4942/
Hunting in dda, despite being very central to short-term survival outside of cities, is rather anaemic. Hunting techniques like stalking, baiting, trapping and using blinds are non-existent. Butchering is simplified all the way down to "use a knife to cut the meat out". Butchering yields are extremely low.
This is a set of improvements to make hunting a more interesting aspect of the game.
A long-backburnered goal of mine is to replace HP with a distinct enumeration and interaction with wounds. This also includes overhauling "block", "dodge" and the effects of armor to tend to mitigate attacks rather than eliminate them.
Some background from the forums: https://discourse.cataclysmdda.org/t/some-changes-to-bite-infection-mechanics-suggestion/439/14?u=kevin.granade https://discourse.cataclysmdda.org/t/make-first-aid-bandages-heal-over-time/4433/38?u=kevin.granade https://discourse.cataclysmdda.org/t/make-first-aid-bandages-heal-over-time/4433/45?u=kevin.granade https://discourse.cataclysmdda.org/t/make-first-aid-bandages-heal-over-time/4433/47?u=kevin.granade https://discourse.cataclysmdda.org/t/effect-ideas-bruises-strains-over-exertion-cuts-concussions-etc/10260/2?u=kevin.granade https://discourse.cataclysmdda.org/t/renaming-npcs-mission-enhancements-muzzle-flashes-special-injuries-more/13391/6?u=kevin.granade
Several weaknesses have been identified in how melee vs zombies is handled. This project aims to resolve these issues and make melee vs zombies more interesting and full of tradeoffs.
Main aim of the project is to move most of hardcoded mapgen code out of mapgen.cpp and mapgen_functions.cpp.
We also need to do various smaller things:
- fix broken overmap connections;
- fix invalid terrain definitions;
- move hardcoded mapgen extra to json.
Basebuilding and sustainability is a much asked for set of features. This project focuses on the sustainability portion. Includes farming, animal husbandry, and features that make these more meaningful.
Cdda models some very long-range interactions, such as spotting enemies on open ground, hearing firearm reports and explosions and firing weapons with extremely long effective ranges (i.e. sniper rifles, 1,000ft+ effective range). The current implementation of the game engine imposes a miniscule maximum interaction range of 60meters or so. This project will endeavor to increase this effective range at which the player can interact with enemies and vice versa, while maintaining a reasonable level of challenge for the player.
Translation Issues
Issues that prevent translators from being able to translate aspects of the game, or prevent the game from displaying translated text properly.
NPC overmap activity
For NPCs to seem alive, they must be able to act outside the bubble.
In order to have something resembling balance, bionics need to be limited by some sort of slot system. An initial bionic slot system is implemented, but it is not ready to be enabled for the mainline.
Practice makes Perfect
This is a set of features that would overhaul how non-crafting skill gain is handled, by replacing training against live targets with scripted training activities.
Details outlined in https://discourse.cataclysmdda.org/t/practice-makes-perfect/3509
Hordes
Overhaul for zombies moving around at overmap scale. The goal is for zombies moving around on the overmap to be the same as zombies moving around in the reality bubble, just faster since there are a lot more of them.
This has to deal with two challenges: Hoisting enough data to the overmap for hordes to operate. Managing execution of a very large number of actors.
The first should be tractable by being very careful about how many bits to bring up, tolerating approximations where appropriate, and encoding data carefully in memory and when serializing.
The second should be manageable by configuring the system to return to equilibrium when perturbed (e.g. by zombies returning to cities and going idle by default) and batching actions to optimize throughput of updates.