Here's some things that comes to my mind that could be in LoG3:
More utility items like the shovel, torch, compass, rope, lockpick:
- e.g. climbing hook, flint and steel, ink and quill, blank paper, actually usable pickaxe, coins, flute etc.
- magnifying glass/looking glass: highlight secret buttons on a wall and reveal illusions
- mirror: deflect e.g. lightning, gaze attacks. used also in puzzles
- bug catching net for easy mosquito dispatch and to catch some flying bugs as a new alchemy ingredient
- fishing pole to catch some fish from surface and lift items e.g. from toxic water or floor drains
- Scribe any known spell to a scroll with ink and quill and one blank paper
- flint and steel, already burning torch/lantern or fire spell cast from other hand required to ignite a torch.
- pickaxe usable to break through certain rock walls
New character abilities
- Spell scrolls can be used from hand, just like using a weapon, to cast that spell once at its lowest level. Scroll is destroyed.
- New class Enchanter that can cast multiple times from spell scrolls before they are destroyed and recharge items.
- Generally more spells and recipes. Especially utility spells.
- Nerfed (/improved) alchemist. No permanent stat-potions, but temporary stat boost potions.
- Powerful but slow spells only usable outdoors that slowly drop from sky to the tile (or several tiles) in front of the party, e.g. lightning strike, meteor strike, tornado (maby new class for this, Druid?). You can cast it and move away before it lands.
More interaction options with environments and items. Nothing too complicated or "realistic" however.
- More destroyable environment objects e.g. chairs, vases, tables, cabinets, curtains, mirrors, shelves, paintings. Smaller/lighter objects wouldn't block your way, but would just toss aside or break when walked over, but some could still slow down movement and/or make some ranged/spell attacks weaker or slow down or block the projectile. Enemies could also break through most environment objects.
- Flammable things like bushes, tapestries, carpets, furniture etc. with fire sources (e.g. flint and steel, torch, fire spell, enemies using fire). Not all could be burned though. The game could announce e.g. "Target is too wet to catch fire" or "Target is nonflammable". Trees that act as walls could get some surface burn or lose some leaves but still block movement.
- More secret button placements
- New visual spell effects: water surface would freeze when you used freeze spells over it. Party/enemy could walk over it for few seconds. Fireball would raise some steam when flying over water. etc.
Improved underwater play
- All weapons could be used underwater, but with slowed cooldown, heavily penalized damage ratings and short projectile ranges with diminishing damage per distance.
- Many spells would be useless underwater or with extremely diminishing damage per range, e.g. fireball, poison bolt
- Using certain spells underwater would be hazardous e.g. shock, freeze spells.
- Movement speed underwater would vary based on the character with the heaviest burden. If all were carrying under 5 kg, movement would be much faster and you could freely jump up to briefly take breath from surface.
- Underwater currents that could slowly push the party to move automatically or increase movement speed if party moved with it's direction, but would make movement against it very slow/taxing/impossible
- Water breathing potion/spell
Better special attack system for weapons, e.g. draw certain line to a pad (similar to spell casting but much simpler/faster and wouldn't block access to other hand).
Different kind of disease conditions with more severe and very long lasting or even permanent effects until cured. Would make the antidote potions more useful.
Remove the ability to throw multiple bombs directly with mouse.
Last edited by Ronkoteus
on Sat Nov 07, 2015 3:21 pm, edited 1 time in total.