I will start this off with a few I have collected. I may come up with more.
Please let me know if any of these require any further amplification / explanation. Some (most?) have been mentioned before. These are in no particular order:
1. BORDER GRAPHICS
1A. Customisability of border graphics - allow two separate sets of border graphics for 3d view and combat, with different sizes, images and screen locations.
1B. Option to add additional "border" graphics and to customise on which screens they are to be displayed. For example, I would like to be able to have a 30x30 pixel image display on a particular part of the screen only when the party is in normal game view (ie not on combat, view, camp, etc screens).
1C. Ability to change the border graphics (including the additional border graphics in request 1B) through events during the game.
1D. Option to set the order in which the layers of border graphics are drawn - ie which layer is "on top".
1E. The ability to choose separate images for the viewport frame and the character portrait frame (and to set the x,y co-ordinates for each, rather than setting x,y offset, which is quite difficult. This request might actually become unnecessary if 1B were implemented.
2A. Zone option to exclude display of compass - similar to the way area view is sometimes not available.
2B. Option to use a graphic compass (as per FRUA) - with separate images for facing north, south, east, west, and when no compass is shown (as per request 2A), and customisable images size and position for each.
3. RACE AND CLASS CUSTOMISATION
Full customisability of races and classes - in particular:
3A. ability to add additional new races with their own level limits, class restrictions, ability score ranges and modifiers, etc;
3B. ability to modify existing classes by changing spell progression tables;
3C. ability to add additional new classes with their own spell classes, spell progression tables, XP level advancement tables, minimum and maximum ability scores, ability score modifiers, prime requisites;
3D ability to assign spells to a new spell classes (ie different classes than magicuser, cleric and druid spells);
3E. ability to fully change a character's class (not just, for example, the name of the class) through events in the game.
(Incidentally, I think if we had fully customisable races and classes this would allow designers to impose overall level limits etc by capping limits for all races or classes - kills two feature requests with one stone
4. COMBAT MAGIC (may already be implemented)
Do monsters / unfriendly / uncontrolled NPCs currently cast spells in combat? If not, this is a major request.
5. TEXT PLACEMENT CUSTOMISABILITY
Allow the designer, through config.txt, to customise where particular kinds of text appear on the screen. For example, the X,Y starting position for text on the character VIEW screen, the character's names, HP and AC on the 3D view screen, the information on the right-hand side of the combat screen.
6. ALL-CAPS AND SMALL-CAPS FONT OPTIONS
Allow the chosen fonts to be "all caps" and "small caps".
7. HIGHLIGHTING CUSTOMISABILITY
Allow the designer to define both the highlight colour AND the text color of highlighted text itself. (This would allow emulation of FRUA where highlighted text was a light teal colour).
8. CAPACITY TO ADD OPTIONS TO OTHER MENUS
Allow the designer to add an extra menu button to a chosen menu (especially the normal 3D view menu and the CAMP menu), with the effect of the button linkable to an event, and the circumstances it is to be available/visible customisable by the designer. (As discussed in post #3 and others in this thread: http://ua.reonis.com/index.php?topic=1917.msg25471#msg25471
9. DEFAULT TO LAST-SELECTED ITEM/QUEST
When you have an event trigger such as "Quest in Progress" or "Party has special item", and you go to select a quest or item, etc, the list always comes up with the first quest or item highlighted, even if one has already previously been selected. It would be helpful if, when a quest or item has already been selected from the list, the currently selected item or quest is highlighted by default. Only the first few characters of the item/quest name are actually shown on the button, so if there are several items or quests with the same first few characters, then there is no way for a designer to actually check which item or quest is the trigger (and that they have selected the item/quest they want), without re-selecting it. (Previously raised here: http://ua.reonis.com/index.php?topic=1946.msg25889#msg25889
10. WALL SELECTION SCREEN
Alternative wall formats should not be stretched when displayed in the wall selection screen.
11. Text String editor - preferably accessible from a menu option within the editor. The idea would be to enable as many fixed text strings as possible to be edited - like the old STRED and TEXTEDIT hack programs for FRUA.
12. TIME PER STEP CUSTOMISABILITY
The 'delta per step' number currently must be an integer. It would be nice to have the flexibility to set it as a fractional number. The game clock displayed to the player should still round (or round down) to the nearest whole minute.
13. MULTIPLE FILE SELECTION IN EDITOR
13A. There are a couple of circumstances where it would be nice to be able to select multiple files. In these cases, unfortunately, it is still only possible to select one file. The ones I have in mind at the moment are where the designer clicks "Add" in (1) Small Pic Pool and (2) Icon Pool. There possibly be others.
13B. A multiple file select to import multiple graphics files into multiple wall-slots would be handy too.
14. SPELL MEMORISED EVENT TRIGGER
14A. Ability to check whether the party has a particular spell memorised and to trigger any event based on the result. (This might already be possible via logic block but I would like "spell memorised" and "spell not memorised" as event triggers/
14B. Ability to remove a memorised spell through an event
15. SPELL ACTIVE EVENT TRIGGER
Ability to check, as an event trigger, if "Party is effected by "X" spell - and chance to choose the relevant spell. Not 100% sure how this would be done. Similar to "detecting traps" trigger but flexible for application with other spells.
16. DIVIDE SPELL LISTS UP BY LEVEL, AS PER FRUA:
It would be desirable for spells to be divided up by level (as they were in FRUA), so the spells display when memorizing / casting would look like this:
1st Level Magic-User Spells
2nd Level Magic-User Spells
Ray of Enfeeblement
17. ALTER PARTY ORDER IN TRAINING HALL SCREEN
On the screen displayed once party members have intially been added to the party (and also at the training hall, which has a similar menu), it would be helpful if you could move party members up and down the order (as can be done under CAMP>ALTER>ORDER).
18. PLAYER-NAMED SAVED GAMES
It would be great if, on saving a game, the designer could name their saved game (as per EOB2 and EOB3, but not gold box games), rather than just choosing slot A, B, C etc. The saved games would then need to be displayed in a vertical menu rather than a horizontal one.
19. WARNING TO "LOSE" SPELLS IF CAST IN WRONG SETTING
This was a request from earlier -- not sure if it is now fixed (or for some other reason rendered irrelevant) in the latest versions of DC. Selection of a non-combat spell while in combat simply results in the spell being cast. In FRUA, a prompt something like "<spell> cannot be cast here. Lose spell YES NO" would be displayed. It would be handy if there was a similar question in DC: eg, "Find Traps is a non-combat spell. Cast anyway? YES NO". Similarly, selection of a combat only spell in camp should say, "<spell> cannot be cast here. Lose it?" or similar. There is just no point in being able to cast Hold Person in camp (but the player should still have the option of "unmemorizing" it, either by electing to "lose it" or by "unselecting" it in the CAST menu.
20. GREATER CUSTOMISABILITY OF MAXIMUM / MINIMUM NUMBER OF PARTY MEMBERS
We currently have two numbers, settable in the Global Setting screen. I believe we really need three: (1) "Minimum PCs to begin game"; (2) "Maximum PCs to begin game"; and (3) Absolute maximum throughout game" - ie, party maximum including NPCs. So, for example, I want to be able to force the player to start with 1 PC and limit them to a maximum 3 NPCs at any given time. Or I want to be able to make the party start with between 4 and 6 PCs, but allow up to 10 as a max party size.
21. NPC CONTROL OPTIONS
It would be nice to have an option, for each NPC, to decide whether they are (1) always Player controlled in combat; (2) never player controlled in combat; or (3) controlled according to whether the party satisfies the relevant conditions for Paladin control. There might possibly be other options.
22. SPECIFIED BASECLASS IN PARTY EVENT TRIGGER
There should be event triggers for both "Specified baseclass in party" AND "Specified class in party". This was previously discussed; I'm not sure what is the current approach of DC to this issue.
23. CUSTOMISABILITY OF STARTING SPELLS
For classes like mages which learn their spells through the game (rather than having all spells of a particular level automatically available, as per clerics), the designer should be able to choose how many spells of each level the character can choose at the start of the game.
24. IMPORT/EXPORT PARTY FOR USE IN ANOTHER GAME
I previously posted this but it didn't create flurry of responses: Could we have a menu item, probably in the training hall menu I think, where the player can select "EXPORT CURRENT PARTY FOR USE IN ANOTHER GAME". This would then save the game with the current party (perhaps in a particular, specially identified file, or perhaps the player can choose the save letter as per a normal save). The player could then take that file and place it in any other game folder and load the party. The "exporting" process would need to add something to the save file so that, when that game is loaded in another design, the party is started at the beginning of the game. I imagine quests and special items should also be stripped off in either the saving or loading process. It seems a little complicated. Perhaps we should have some general discussion about what would be the best way to achieve the exporting of parties and characters between DC games.
25. AVI VIDEOS AS TITLE SCREENS
This previously worked, but I think it stopped working. Can it be brought back? Not that important to me.
26. FONT INSTALLATION
I don't know if this is possible. But since the designer chooses the font, it might not be available on the player's computer. Of course you can include it, but the player then has to install the font themselves. It would be great if DC could determine whether the font is installed on the player's system and, if not, install it. If thought desirable, it could then also uninstall the font when the game is exited (so that the player's system is not affected).