I said I'd post my DaJ impressions so here goes.
Overall I thought it was fun and felt different in flavor to V while still playing very similarly. Some of the monster descriptions made me laugh ("It's just like every other centipede!")
Sliming and silver poisoning didn't seem too hard to manage, just one more cure type to stockpile at home (although I rapidly concluded that I needed to dive past 250' fairly quickly). They might be more of a challenge for ironman characters. Playing a ranged character seemed to help as it seemed like most of the attacks that caused these were melee only. Maybe adding some ranged attacks with those side effects would add some tactical complexity and force people to worry about them a bit more? Perhaps mind-affecting breath attacks such as amnesia could add to silver, and you could give some monsters a mucus spit ranged attack for slime.
The new monster types were good, adding depth to the V list while fitting well within the existing difficulty scale. I liked the expansion of u, l and i types particularly. It was interesting that some of the monsters that seemed truly new (and not lifted from an existing source like D&D, Tolkien or Harry Potter) also appeared to have a bit of a context of lore and setting behind them. I did a bit of Googling to try and find out why, which was uninformative until I found one page that explained everything. In any case, it's a nice touch and helps add to the uniqueness of the variant.
The archer felt overpowered, but that's normal for archer types in *band games. The spell list seemed good on the whole, although spells that are just a less-powerful version of the archer's normal attack (i.e., the arrow spells) seemed a bit pointless. I found Missile Magic extremely useful, mostly for the various branding spells, but rarely used Advanced Archer's Tactics as I found the mana cost and fail rates for the combat spells were too high for them to be very effective.
Some creatures seemed to hit harder than I remembered despite not looking any different in monster memory - Ologs could hurt me badly if I wasn't careful. Did you change anything about the damage absorption component of armor? I might just have been lacking in armor at the time.
Staves as weapons was nice early on (I used a 2d5 frost branded one up until stat gain) and later became annoying. I kept hoping new ones would be 'average' so that they would stack properly. Perhaps a "disenchant staff" utility spell and/or scroll that removes bonuses and ego properties would be a nice addition. I did not try wielding a staff from a stack - hopefully the game handles that properly if it occurs.
Weapon damage algorithms seemed different from V (more like O perhaps?) and were tricky to figure out. I was surprised at how well some weapons like my frost-branded staff stacked up against others. Fortunately the 'I' command removes any guesswork here.
Spelling, capitalization and punctuation could use improvement - many of the new descriptions were a bit rough. It felt amateurish at times, which was a shame as the game is generally quite polished otherwise.
Overall a fun variant and one I'll probably play again, especially now that I have a good monster memory built up.
Overall I thought it was fun and felt different in flavor to V while still playing very similarly. Some of the monster descriptions made me laugh ("It's just like every other centipede!")
Sliming and silver poisoning didn't seem too hard to manage, just one more cure type to stockpile at home (although I rapidly concluded that I needed to dive past 250' fairly quickly). They might be more of a challenge for ironman characters. Playing a ranged character seemed to help as it seemed like most of the attacks that caused these were melee only. Maybe adding some ranged attacks with those side effects would add some tactical complexity and force people to worry about them a bit more? Perhaps mind-affecting breath attacks such as amnesia could add to silver, and you could give some monsters a mucus spit ranged attack for slime.
The new monster types were good, adding depth to the V list while fitting well within the existing difficulty scale. I liked the expansion of u, l and i types particularly. It was interesting that some of the monsters that seemed truly new (and not lifted from an existing source like D&D, Tolkien or Harry Potter) also appeared to have a bit of a context of lore and setting behind them. I did a bit of Googling to try and find out why, which was uninformative until I found one page that explained everything. In any case, it's a nice touch and helps add to the uniqueness of the variant.
The archer felt overpowered, but that's normal for archer types in *band games. The spell list seemed good on the whole, although spells that are just a less-powerful version of the archer's normal attack (i.e., the arrow spells) seemed a bit pointless. I found Missile Magic extremely useful, mostly for the various branding spells, but rarely used Advanced Archer's Tactics as I found the mana cost and fail rates for the combat spells were too high for them to be very effective.
Some creatures seemed to hit harder than I remembered despite not looking any different in monster memory - Ologs could hurt me badly if I wasn't careful. Did you change anything about the damage absorption component of armor? I might just have been lacking in armor at the time.
Staves as weapons was nice early on (I used a 2d5 frost branded one up until stat gain) and later became annoying. I kept hoping new ones would be 'average' so that they would stack properly. Perhaps a "disenchant staff" utility spell and/or scroll that removes bonuses and ego properties would be a nice addition. I did not try wielding a staff from a stack - hopefully the game handles that properly if it occurs.
Weapon damage algorithms seemed different from V (more like O perhaps?) and were tricky to figure out. I was surprised at how well some weapons like my frost-branded staff stacked up against others. Fortunately the 'I' command removes any guesswork here.
Spelling, capitalization and punctuation could use improvement - many of the new descriptions were a bit rough. It felt amateurish at times, which was a shame as the game is generally quite polished otherwise.
Overall a fun variant and one I'll probably play again, especially now that I have a good monster memory built up.
Comment