So, I took a poke at the latest today (june 26 - 9367950). Doing this in one post, since it's mostly rambling, and too many different things to make posts about...
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When starting new player, you can leave the name field blank, and get a character without name. This character can then be saved and get's a save file called PLAYER.
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Monster drains your mana.
It notes that you don't have any mana.
Then drain you again.
And again note that you have no mana.
And keep on... First when this appeared I assumed it was to show that the monsters could learn, but now I'm not so sure they are learning...
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When identifying something in inventory, would it not be more helpful if the reordering of items happened first? I know, not strictly logical, but more helpful:
- read scroll of inventory on wand in slot q, output from game:
In your pack: Wand ... (q)
You have 3 scrolls of Identify (j)
You reorder some items in your pack.
Now the wand has moved to slot (o), but I need to check that if I want to find out. Would be helpful if the message game the relevant information from the start...
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DSM: All enchanted items should be considered magical, that the base is an enchantment of +10 does mean that +10 is average, but it is also magical, and it would be more consistent with player intuition to say that it is magical.
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Too many DSM, and too early as well, not saying that they are too good at that level, but just feels like it's too early. Maybe I'm just used to them taking some time to show up...
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Dropping too many egos and artifacts. I suggest we go and tweak that number somewhere that sets the chance for egos to be created...
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Halucination lasts for too long. Even if we want for it too be a really long and annoying effect we could cut it in half and it would still be.
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Wand/staff of slow monster still too good. Slowed uniques twice on second attempt, 6 on first attempt (OTH never succeded a second time) (playing H-Troll Warrior). And then usually tough uniques were push overs. I always had time to kill the monsters I had slowed before they sped up. My suggestion is to make it just a bit harder to fail, but shorten the time a lot, so they are only slowed like 4 turns or so.
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I really like the new spikes and doors. I think it might really bring out new plays, at least in the early game. But, stuck doors are too hard to bash down. My H-Troll Warrior doesn't really have a problem, but earlier when I was playing a mage he could never open a stuck door. I wasn't really testing it, and he only encountered 2 doors.
###
When starting new player, you can leave the name field blank, and get a character without name. This character can then be saved and get's a save file called PLAYER.
#
Monster drains your mana.
It notes that you don't have any mana.
Then drain you again.
And again note that you have no mana.
And keep on... First when this appeared I assumed it was to show that the monsters could learn, but now I'm not so sure they are learning...
#
When identifying something in inventory, would it not be more helpful if the reordering of items happened first? I know, not strictly logical, but more helpful:
- read scroll of inventory on wand in slot q, output from game:
In your pack: Wand ... (q)
You have 3 scrolls of Identify (j)
You reorder some items in your pack.
Now the wand has moved to slot (o), but I need to check that if I want to find out. Would be helpful if the message game the relevant information from the start...
#
DSM: All enchanted items should be considered magical, that the base is an enchantment of +10 does mean that +10 is average, but it is also magical, and it would be more consistent with player intuition to say that it is magical.
#
Too many DSM, and too early as well, not saying that they are too good at that level, but just feels like it's too early. Maybe I'm just used to them taking some time to show up...
#
Dropping too many egos and artifacts. I suggest we go and tweak that number somewhere that sets the chance for egos to be created...
#
Halucination lasts for too long. Even if we want for it too be a really long and annoying effect we could cut it in half and it would still be.
#
Wand/staff of slow monster still too good. Slowed uniques twice on second attempt, 6 on first attempt (OTH never succeded a second time) (playing H-Troll Warrior). And then usually tough uniques were push overs. I always had time to kill the monsters I had slowed before they sped up. My suggestion is to make it just a bit harder to fail, but shorten the time a lot, so they are only slowed like 4 turns or so.
#
I really like the new spikes and doors. I think it might really bring out new plays, at least in the early game. But, stuck doors are too hard to bash down. My H-Troll Warrior doesn't really have a problem, but earlier when I was playing a mage he could never open a stuck door. I wasn't really testing it, and he only encountered 2 doors.
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