That's interesting -- thanks for explaining. It seems like our ideas about game design differ here. I don't have a problem with Abilities or Skills (or items) allowing one to get more treasure, even if it is in a discontinuous way (e.g. Leaping vs no Leaping, as opposed to a continuous increase in Stealth). As you say, in most of the chasm vaults Leaping gives you a new and possibly easier way to do something (e.g. to leap across and kill the archers in hand-to-hand), and in some it allows you access to an area with both new risk and new reward. In a couple, it is pretty much just reward. I still don't mind this though -- it makes sense to me in terms of flavour, realism, and gameplay. Note that in Bracket Islands, there is definitely risk as well as reward -- as well as having to fight past the archers and fliers, there is no returning from the central island.
As I don't use the GCU version and don't quite understand why each of the fixes was made and what it does, I haven't incorporated them. If MarvinPA were to send me a nice short explanation and a list of the patches to apply, I might be able to do that. I'd be interested even to know the very basics about how people use the GCU version. e.g. does everyone redefine colours on their terminal? or do they use the defaults? etc. I wouldn't want to accidentally wreck things for people who use it in a different way. I might also be able to try it out on the terminal in OS X to check it out.
You're right, I tried other colours and they do show out of LOS; it's ugly but playable. I don't know how colours work at all but mpa-sil fixed many GCU problems, so I'll bug MarvinPA about it sometime.
Comment