I'm putting this in a separate thread so that if anyone wants to avoid spoilers, they can.
MEGA SPOILERS AHEAD
This is in reference to this dude: http://angband.oook.cz/ladder-show.php?id=15393
I could rant a lot here but I'm going to try for conciseness:
a) Lategame dungeon
This is harder now. The lack of consumables I found (sample size of 1), especially stat pots, means that you really don't want to screw with uniques. I had to use potions out of desperation exactly once the entire game against Delthaur, and I still only had 2 Con, 1 Str, 1 Dex by the throne room. (10 healing and 5 miruvor though, which is very good.)
I don't really know what I would have done if I hadn't found Saithnar vs. serpents. Song of sharpness with 15 effective song was barely noticeable against them, and now that consumables are rare I don't want to sit around for 50 turns waiting for sapphire serpents to pop my consumables.
I do like how this makes the lategame dungeon feel more dangerous, but I worry that since you can get here with such a potentially high turncount, this "demotivator" for trawling might force people to the throne room with a bitter taste in their mouth. Let's wait and see, this wasn't a big deal.
b) The throne room
THIS WAS SO AWESOME. Morgoth's ability to slow me down was probably the biggest tide-turner in this battle. I still managed to knock him down to 3 stars with careful consumable use, but I spent a lot of turns just trying to figure out what was going on. (I wasn't sure if him slowing me down basically turned off my !Quickness for good, or if my speed would come back when he stopped singing.)
I'm a bit confused by the messages that announce an enemy song has begun, because I know V only has 2 but I remember seeing more than a handful of messages (thralls, binding, locks, something else). Are these just multiple flavorful message options for the same songs?
I still think I could take him out using the buff-up-and-sing-slaying method if I had a bit more luck with consumables, knew what was coming, and had a sharpness weapon. The slowing-down-thing is going to make it really tough, though, unless you can prevent the slaying decay.
Once I got my sil and headed out, the locking song scared the bajeezus out of me. I wasn't sure if I could still bash through doors or not, but it all worked out.
c) The ascent
There will probably be multiple tweaks that can be made here, but I'm not sure because one thing stuck out like a sore thumb.
I would suggest that the slowing song is probably too strong for V to be singing during the ascent. The locks one was kinda neat (breaks your sprint), but the fact that he can basically stick me in mud whenever and however he wants is incredibly rage inducing.
I might suggest removing the slowing song entirely during the ascent. Alternately, if there were some way of (a) resisting the effect or (b) having it ding you one speed level (so that fast -> normal or normal -> slow) instead of just hard-setting you to slow, I might be able to live with that.
In the current state, I suspect the ascent takes everything I hated about it from 1.1.1 and makes it even worse.
Great stuff overall, I think if a few more people can get to the ascent (might even be worth hacking a save to get feedback faster) that part can probably be smoothed out pretty easily so that it's still challenging but also fun.
MEGA SPOILERS AHEAD
This is in reference to this dude: http://angband.oook.cz/ladder-show.php?id=15393
I could rant a lot here but I'm going to try for conciseness:
a) Lategame dungeon
This is harder now. The lack of consumables I found (sample size of 1), especially stat pots, means that you really don't want to screw with uniques. I had to use potions out of desperation exactly once the entire game against Delthaur, and I still only had 2 Con, 1 Str, 1 Dex by the throne room. (10 healing and 5 miruvor though, which is very good.)
I don't really know what I would have done if I hadn't found Saithnar vs. serpents. Song of sharpness with 15 effective song was barely noticeable against them, and now that consumables are rare I don't want to sit around for 50 turns waiting for sapphire serpents to pop my consumables.
I do like how this makes the lategame dungeon feel more dangerous, but I worry that since you can get here with such a potentially high turncount, this "demotivator" for trawling might force people to the throne room with a bitter taste in their mouth. Let's wait and see, this wasn't a big deal.
b) The throne room
THIS WAS SO AWESOME. Morgoth's ability to slow me down was probably the biggest tide-turner in this battle. I still managed to knock him down to 3 stars with careful consumable use, but I spent a lot of turns just trying to figure out what was going on. (I wasn't sure if him slowing me down basically turned off my !Quickness for good, or if my speed would come back when he stopped singing.)
I'm a bit confused by the messages that announce an enemy song has begun, because I know V only has 2 but I remember seeing more than a handful of messages (thralls, binding, locks, something else). Are these just multiple flavorful message options for the same songs?
I still think I could take him out using the buff-up-and-sing-slaying method if I had a bit more luck with consumables, knew what was coming, and had a sharpness weapon. The slowing-down-thing is going to make it really tough, though, unless you can prevent the slaying decay.
Once I got my sil and headed out, the locking song scared the bajeezus out of me. I wasn't sure if I could still bash through doors or not, but it all worked out.
c) The ascent
There will probably be multiple tweaks that can be made here, but I'm not sure because one thing stuck out like a sore thumb.
I would suggest that the slowing song is probably too strong for V to be singing during the ascent. The locks one was kinda neat (breaks your sprint), but the fact that he can basically stick me in mud whenever and however he wants is incredibly rage inducing.
I might suggest removing the slowing song entirely during the ascent. Alternately, if there were some way of (a) resisting the effect or (b) having it ding you one speed level (so that fast -> normal or normal -> slow) instead of just hard-setting you to slow, I might be able to live with that.
In the current state, I suspect the ascent takes everything I hated about it from 1.1.1 and makes it even worse.
Great stuff overall, I think if a few more people can get to the ascent (might even be worth hacking a save to get feedback faster) that part can probably be smoothed out pretty easily so that it's still challenging but also fun.
Comment