I hadn't been aware of MarvinPA's "variant". (Which is really just a collection of personal tweaks.)
This is clearly good. Presumably it also prompts for melee attacks against molds. As it stands, you're reasonably likely not to have found a two-radius light by the time purple molds come into depth. I guess this is intentional, which makes it intentional to be unable to reliably avoid them in all cases. But at least you should be able to reliably avoid moving into them after stepping next to them.
Clearly good.
Debatable. Clearly makes Regen substantially more powerful. I guess the logic is that careful and boring play can simulate this, which makes optimal play diverge from fun play. But there are tactical considerations and compromises having to do with inventory space and turns taken swapping it on and off.
I "fixed" this in my own version by changing the ascii character for broken doors to a period, just like blank floor, which they basically are, other than not being able to hold an item.
Very strange service to expert players, at the expense of a sense of discovery for those all-important first wins.
Very strange service to expert players, or maybe just edit-file diving players, at the expense of a sense of discovery/danger for everybody else.
I must admit, I'm all for making the ID game easier. As it stands, I won't play a build that doesn't include loremaster.
Interesting. What's left, amulets, rings, weapons, armor. I suspect this would diversify builds people might consider. But I'm not in love with it. (Presumably lore-master still also identifies those things - if not, then I'm really not in love with it.)
Add a prompt for stepping next to molds
Round weapon and armour weights to a multiple of 0.5
Don't increase hunger rate with regen while at full HP
Recolour broken doors to darkgrey
Map the gates and throne room upon entry
Don't hide traps or webs placed by vaults
Identify equipped weapons and bows when using self-knowledge
Make Lore-Keeper identify herbs, potions, staves and trumpets
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