I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
1) Implement town portal as soon as possible
2) When pressing 'Alt', the text messages should be colored based on the attributes of the item
3) Left-click some times prioritize picking up items instead of attacking
4) Trying to switch a weapon with a 2-handed weapon while you have an armor should output an error sound
5) Maybe you should give a speed buff to the heroes if you detect no monsters in the current area?
6) I would personally prefer that when you click on the "Exit" button while trading, it closes the generic NPC dialog (Talk/Trade/Goodbye) as well.
7) Spells!
8) You might want to increase a bit the drop-rate of potions.
9) "Repair all" button pl0x.
10) Doors, Keys, and Locked Chests.
11) Try to prevent the kind of cluster fuck we get every single time we try to pass to another dungeon level: hundreds of monsters surrounds you automatically. D:
@1 town portal
I'm annoyed about the current run paths myself.
@2 color on itemnames
I may color bad prefixes/suffixes red. I don't like to have 20+ colors for prefixes/suffix types. And I will surely add other types of magic items like rare Items and unique items. I'm not pleased to have set items because of reasons Blizzard announced themselves: you never get the complete set in low level games and therefore they are useless. So only endgame set items would be plausible to be existent, if any unless you can level the set items somehow.
@3 left click target priority
currently the nearest target is chosen, I will improve it to prioritize attacking over everything else and item pickups will be done through clicks only. Atm you just grap everything on your path while attacking.
@4 trying to swap to a 2 handed if you cannot
I think you mean shield. I don't see that necessary because the area is drawn red. I may make the 2handed information colored to make it faster seen.
@5 running faster if no enemy is around
I've thought about that, but since respawning monsters came to my mind that is something I will do with abilities. Running faster in the town will be done. First I thought of raising the movement speed once the whole dungeon level was cleared.
@6 exiting trade window exits npc's dialog window, too
I could do that.
@7 spells and abilities
... yeah, but I've still 1 exam left. I will see how much thought I can bring into it during March. I guess I can't send test versions then because of a very slow upload rate.
@8 potion drop rate
Will see about that..., need to fill the dungeon with some other stuff first and add .
@9 repair all equipped items
I like to have one... I will add one after messing with the screen somehow raising the usable space on screen with lowest resolution.
@10 doors, keys, locked chests
How should that system run in detail? The locks in diablo2 were silly. I could lock up entrances deeper to the labyrinth easily and chose 1 preplaced monster in the level to drop a key.
I also see problems regarding the implementation with the current dungeon creation algorithm.
Currently the dungeon building system starts with 1 random room in the middle and adds 1 random room randomly to any existing wall.
If I have monster respawn points around the dungeon, it might be difficult to realize that there aren't spawning to many inside locked areas flooding the whole area. So I don't know about locked doors inside the normal dungeon area.
Doors are a problem, too because the units might would try to run through the doors. Monsters might be to easy to kill if you let them out one by one and close the door if a problem occurs.
Maybe only openable doors? Else I would have to teach the monsters to open doors somehow and I don't know much about how I can influence the monster's behavior atm.
It would be great to have different AIs for different monsters, so archers tend to flee in melee combat [e.g. "after getting hit" would be easy to do], but how about making some monsters walk in circles around the hero like the Balrogs did in D1 [surround the hero, try to stay in a distance and attack with inferno spell]...
@11 mass monsters invading heroes that entered the next level
I will try to. Other problems that might appear are that the monsters don't recognize you and you get kills without the chance of being harmed. I can try to lower the rate of monsters in the area around the stairs that lead into the dungeon.