> 4 distinct character classes with weapon/equipment restrictions
> class-based skill options
> interactive inventory
> looting of containers
> multiple option player interaction with containers, ie. Pick Lock, Bash, Try Key, etc.
> random loot generation from tables
> automatic post-combat tallying of gold and experience
> multiple display options, ie. toggling combat grid, spellbook, combat queue
player-defined shortcuts
> paper doll style inventory system with basic equipment (ie. armour, weapon, helmet, shield) graphically updating on character
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> pathfinding and obstacle avoidance
> multiple, prioritized behaviours, ie. archers who flee if approached, or switch to a melee weapon, spellcasters who cast Heal if allies are wounded, or an attack spell if not
> vectors based sprites with the following animations: rest, dodge, hit, attack, stunned, dead, and two different spellcasting when applicable
> randomized features, colours and weapons for some units. Bandits for instance have randomized hair colour, or no hair, random weapons, beards and the occasional eye patch.
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