Source: Dinofarm Games
We're on an extremely tight schedule. At the time of this writing, we've got forty-six bugs to deal with that are supposed to be mostly taken care of in - we hope - less than a month - and that's in combination with implementation of the items system and the day to day improvements that inevitably take place. The number of bugs also rises a little bit each day, with new bugs being reported and submitted. Therefore, we must be extremely careful about coming up with new ideas and additions to the game at this point. Essentially, we must add what the game literally
needs, and no more.
I say that
100 Rogues needs the ability to throw items. The reason for this is that when you are out of mana, you have literally no strategic options available except run away, and fight. This may be acceptable on the very first level, but by the time you're halfway through the game, you should have accrued not just "better armor" and "better weapons", but also more strategic options via items. The ability to throw items - any item - means that there's always
something you could do.
The relatively recent Roguelike "
POWDER" has a cool system where potions can be thrown at opponents to cause whatever effects the potion has. This is in contrast to a game like Dungeon Crawl, where you need a specific spell, "evaporate", to use a potion offensively. We'd like to have exploding and poison potions be one-shot weapons that you can throw at an enemy.
In order to accommodate this throwing ability, we'll likely go for a "quiver" slot, in which you can put any item, even silly objects such as armors and helmets. We'll give different items different properties for being thrown, making it basically useless to throw armor or arrows, but decent to throw stones and much better to throw javelins (assuming we have javelins!). In addition to this, a "Fire" button will be added above the character radial, allowing the character to launch whatever item is quivered. If no item is quivered and the player presses Fire, it brings up the inventory panel, asking what object to fire.
While on the subject, an idea I'd like to eventually implement is
aptitudes. What if any class can get better at throwing, from doing it a lot? Maybe the Skellyman and Dinoman can start out better at throwing than the Human or the Fairy. And if we have one such racial aptitude, which can grow over time, why not have a few more (it would be a bit strange to just have one, after all)? I've thought for awhile about removing the Crusader's Weapon Focus (replacing it with another ability) and giving all of the classes the ability to learn to get good with weapons. Here's an example of what starting aptitudes could look like (aptitudes would go from 0-100, higher being better):

So a really nice advantage of this is that we can really bring out the class traits a lot more. Currently, there isn't much of a way to really make the Dinoman any less good at avoiding attacks than the Skellyman, for example. Or to make the Wizard much worse at swordplay early on than the Crusader. With this data, the Crusader is now very clearly well-rounded, the Wizard is crappy with most stuff except wands (having to rely on her Skills), the Skellyman's great with daggers, bows, and dodging, and the Dinoman is great at combat overall, but not as good with little daggers, and can't dodge to save his life.
This is a system I'm excited about implementing, but one that may have to wait. We'll see how development goes. For now, we'll definitely be including throwing and ammunition.
P.S. Just a general update, the Closed Beta is going super-well! Everyone has been very active and supportive, and progress has been soaring! Thanks everyone!