Just had my first potential winner in the nightlies, so I've had a chance to playtest all the gameplay changes more thoroughly, and I think they're all looking pretty good so far. So, various rambly thoughts:
Re: the issues with introducing new monsters, maybe moving Rods of Probing much earlier in the dungeon would be a good compromise? I've always thought they occur too late and infrequently to be useful to the newbie players who most need them, in any case.
ETA:
And yes, I like the lava! I think it's neat having an obstacle that only some types of monsters will cross, that the player can cross safely with fire immunity, and that it's possible to shoot spells/missiles over the top of, which allows for new and different tactical situations. Plus it just adds a little more interest to the level maps to discover one of the new special rooms with lava in it.
- I really like the newest iteration of the trap system. I feel like it's a great compromise to still avoid the tedium of obligatory detection while still allowing for surprise traps sometimes. The frequency of stumbling into unexpected traps seems well-balanced (for warriors, at least). Vault traps might need to be made a bit more frequent and/or the actual vault templates rejigged a bit - some of the big greater vaults look kind of empty in places due to the disappearance of most of the traps.
- I absolutely love all the changes to dungeon generation and terrain - makes exploring much more interesting. (And I think non-passable rubble should stay alongside the new type - they're both different sorts of obstacle.) Is it currently possible to add new dungeon profiles and/or vault designs on the fly without making code alterations? I'd definitely like to have a fiddle around and have a go at designing some.
(I also think maybe there needs to be a clearer distinction between "interesting rooms" in the vault.txt file vs. room templates - seems like a number of the smaller interesting rooms fit within a standard room size and are just layouts without any terrain/permawalls or specific designated monsters, and so could be easily transferred over to room_template.txt? Maybe just add an equivalent of the "1 - monster, object or trap" symbol to the D: lines in room_template.txt, which would be useful for me to rejig some of the other designs as well.)
- Not on Nick's list, the randart changes - working well, I think. New randarts seem fine (well, aside from the bug with finding duplicates). I absolutely love being able to find, say, multiple Phials in the same game - makes kit decisions much more interesting than the very similar knockoffs of the standart lights you'd always get before.
- Also not on the list, curses: I really like the curse system too, though I think it could use more tweaking with regard to frequency and identification of curses - in my current game I'm hanging around levels 97-98 and still tripping over new curse types I haven't ID'd yet. (Changes I would make: cut the "burning up/chilled to the bone"/"steelskin" ones from the curse list - they're hard to discover and completely non-obvious - allow using Remove Curse on an unknown curse to identify it, reduce the odds of having multiple curses on the same item, maybe also slightly boost the frequency of ID scrolls.)
Re: the issues with introducing new monsters, maybe moving Rods of Probing much earlier in the dungeon would be a good compromise? I've always thought they occur too late and infrequently to be useful to the newbie players who most need them, in any case.
ETA:
And yes, I like the lava! I think it's neat having an obstacle that only some types of monsters will cross, that the player can cross safely with fire immunity, and that it's possible to shoot spells/missiles over the top of, which allows for new and different tactical situations. Plus it just adds a little more interest to the level maps to discover one of the new special rooms with lava in it.
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