Ok, picked up 3.1.2v2, and am having a ball.
Told the RNG to throw me his worst, and got a Gnome Priest. Died in the first 5 minutes in the dungeon when a kobold with +1 or something speed chased me and I couldn't get away. Rerolled, and got an Elf Paladin - I tend to do the auto-roller and pick the first thing I get, as that seems more "real" to me - 13 WIS and 11 CON ... ho hum, this will be interesting.
Still, 90 minutes or so later and I have a happy 16th level at DLvl 9, with some very lucky finds (Trident of Westernesse with +12 dam from Wormtongue, and soft leather armour of resistance from Smeagol), so I already have FA, SInv and RBase covered
HP are annoyingly low at 144, AC is still very poor at 36, but otherwise breezing through the dungeon at the moment. Will dive a bit soon.
Observations on the changes:
UI / menu changes - I love these, from the death screens to the updated macro/preferences to the % info on the char screen - I prefer everything. My only comment is the number for magic device seems rather arbitrary without a scale.
Detection radius and lines - Really really nice, I love being able to see the extent of my detection casting.
Info on items - From magic device chances to average damages to digging abilities, all the info added on inspections are really great.
Shops and prices - Seems to be a fairly thorough pricing overhaul, and a really good one. Buying and selling actually feels more purposeful in the early part of the game, and I've actually found myself shopping for things rather than doing an item dump and return with 2 more WoR.
Walls - They are #!! Even from back playing on Frog-Knows (my first Angband experience) I have become permanently used to the solid wall images. This now harks back to Moria days, and I find myself really enjoying it. It's silly, it's little, but I like it even if it was done for display compatibility reasons.
Uniques being purple - I'm not sure about this one to be honest. I mean, in some ways it's nice to see at a glance, but I'd already gotten used to lagduf being yellow, Grip and Fang being White etc.. it wasn't like it was that hard to identify uniques most of the time anyway. No big deal, I just wonder what the motivation for the change was.
Proportional healing - It's a fantastic change. Finally CLW are really useful (though I'm not so sure about CSW - it seems CLW for spam-healing and CCW for blind/confusion effects are all that's required right now). Will be interested to see how this pans out as my level goes up.
And a question...
Randarts - I always play with these on, because I like not having a clue what kit is out there. First winner is more interesting playing with the artifacts because a) it helps to know what the stuff you can get is, and b) it's nice and new the first full time through. After that, I like being in the dark. For all I know there's only 1 rDis item in the game, and juggling items will be a fun part of the game for me. However, I read the nightly thread hinting that at the moment randart code may generate overpowered items - A) is this people's experience, and B) presumably this doesn't make my char too cheaty to have picked randarts?
Told the RNG to throw me his worst, and got a Gnome Priest. Died in the first 5 minutes in the dungeon when a kobold with +1 or something speed chased me and I couldn't get away. Rerolled, and got an Elf Paladin - I tend to do the auto-roller and pick the first thing I get, as that seems more "real" to me - 13 WIS and 11 CON ... ho hum, this will be interesting.
Still, 90 minutes or so later and I have a happy 16th level at DLvl 9, with some very lucky finds (Trident of Westernesse with +12 dam from Wormtongue, and soft leather armour of resistance from Smeagol), so I already have FA, SInv and RBase covered
HP are annoyingly low at 144, AC is still very poor at 36, but otherwise breezing through the dungeon at the moment. Will dive a bit soon.
Observations on the changes:
UI / menu changes - I love these, from the death screens to the updated macro/preferences to the % info on the char screen - I prefer everything. My only comment is the number for magic device seems rather arbitrary without a scale.
Detection radius and lines - Really really nice, I love being able to see the extent of my detection casting.
Info on items - From magic device chances to average damages to digging abilities, all the info added on inspections are really great.
Shops and prices - Seems to be a fairly thorough pricing overhaul, and a really good one. Buying and selling actually feels more purposeful in the early part of the game, and I've actually found myself shopping for things rather than doing an item dump and return with 2 more WoR.
Walls - They are #!! Even from back playing on Frog-Knows (my first Angband experience) I have become permanently used to the solid wall images. This now harks back to Moria days, and I find myself really enjoying it. It's silly, it's little, but I like it even if it was done for display compatibility reasons.
Uniques being purple - I'm not sure about this one to be honest. I mean, in some ways it's nice to see at a glance, but I'd already gotten used to lagduf being yellow, Grip and Fang being White etc.. it wasn't like it was that hard to identify uniques most of the time anyway. No big deal, I just wonder what the motivation for the change was.
Proportional healing - It's a fantastic change. Finally CLW are really useful (though I'm not so sure about CSW - it seems CLW for spam-healing and CCW for blind/confusion effects are all that's required right now). Will be interested to see how this pans out as my level goes up.
And a question...
Randarts - I always play with these on, because I like not having a clue what kit is out there. First winner is more interesting playing with the artifacts because a) it helps to know what the stuff you can get is, and b) it's nice and new the first full time through. After that, I like being in the dark. For all I know there's only 1 rDis item in the game, and juggling items will be a fun part of the game for me. However, I read the nightly thread hinting that at the moment randart code may generate overpowered items - A) is this people's experience, and B) presumably this doesn't make my char too cheaty to have picked randarts?
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