This is definitely my favorite V release since 3.06. I like many of the changes, some still don't sit right with me.
Killed Wormtongue and got a staff of Darkness, which seemed odd.
Many useful objects seem to be squelched by default as "worthless". Most notably so far, mushrooms of Second Sight.
It seems like some items are {cursed} completely at random, like Amulet of Resist Acid (cursed). This item is completely usable except for the wield issue. Strikes me as odd.
I don't like {magical}, but maybe I'll get used to it. Seems to primarily affect early characters with strong pseudo. If you're wearing average gloves and you find {magical} gloves, it's a tough call whether to blow a ?ID to see whether it is actually good. I don't really understand the gameplay motivation for this feature.
Knowledge of wand/staff charges is pretty inconsistent... you learn for free when stacking happens, but don't know when you don't have one already? I would like for the number of charges to be transparent so long as the type is known.
Appreciated the naming consistency changes that were made (e.g., staff of Identify). Suggest that wand/rod of Light be changed to Spear of Light and rod of Illumination to Light.
In weapon descriptions, the damage info is nice, but Eddie's "with +1 Strength you would get 2 blows" would be a welcome addition, especially for new players that don't have the blows table memorized or don't know to look in attack.spo. One of the biggest disadvantages new players face is not knowing where the break points are to get multiple blows.
Still can't get used to the store UI. It seems wrong that you select the item and then the command. This is inconsistent with how you interact with items in every other aspect of the game, and even in the store you sell by pressing the command key first.
All in all, I am very pleased and look forward to the official release!
Killed Wormtongue and got a staff of Darkness, which seemed odd.
Many useful objects seem to be squelched by default as "worthless". Most notably so far, mushrooms of Second Sight.
It seems like some items are {cursed} completely at random, like Amulet of Resist Acid (cursed). This item is completely usable except for the wield issue. Strikes me as odd.
I don't like {magical}, but maybe I'll get used to it. Seems to primarily affect early characters with strong pseudo. If you're wearing average gloves and you find {magical} gloves, it's a tough call whether to blow a ?ID to see whether it is actually good. I don't really understand the gameplay motivation for this feature.
Knowledge of wand/staff charges is pretty inconsistent... you learn for free when stacking happens, but don't know when you don't have one already? I would like for the number of charges to be transparent so long as the type is known.
Appreciated the naming consistency changes that were made (e.g., staff of Identify). Suggest that wand/rod of Light be changed to Spear of Light and rod of Illumination to Light.
In weapon descriptions, the damage info is nice, but Eddie's "with +1 Strength you would get 2 blows" would be a welcome addition, especially for new players that don't have the blows table memorized or don't know to look in attack.spo. One of the biggest disadvantages new players face is not knowing where the break points are to get multiple blows.
Still can't get used to the store UI. It seems wrong that you select the item and then the command. This is inconsistent with how you interact with items in every other aspect of the game, and even in the store you sell by pressing the command key first.
All in all, I am very pleased and look forward to the official release!
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