Hi angband guys.
tl;dr, see subject line. More specifically: Fuel for lamps and torches has little or no gameplay impact (outside of eating inventory slots in the early-to-mid game). This situation could be improved by simply not having fuel in the game. (Flasks of oil are a bit cheezy in the very early game anyway.)
Now you might say, "Wait, there are monsters that drain turns!" Indeed, but these also have little impact on reasonably competent play. Most of the time you can just not fight these monsters, but even when you do, this is about the least interesting/relevant monster ability.
Even so, you can keep silver jellies, etc. by making them instead inflict a stackable status that reduces light radius. I would recommend making the effect wear off with xp gathered rather than with time, so that it's legitimately dangerous to get. Similarly, I recommend that darkness effects inflict the same status.
If you're feeling really ambitious, this same logic would apply to food and hunger attacks, but baby steps...
tl;dr, see subject line. More specifically: Fuel for lamps and torches has little or no gameplay impact (outside of eating inventory slots in the early-to-mid game). This situation could be improved by simply not having fuel in the game. (Flasks of oil are a bit cheezy in the very early game anyway.)
Now you might say, "Wait, there are monsters that drain turns!" Indeed, but these also have little impact on reasonably competent play. Most of the time you can just not fight these monsters, but even when you do, this is about the least interesting/relevant monster ability.
Even so, you can keep silver jellies, etc. by making them instead inflict a stackable status that reduces light radius. I would recommend making the effect wear off with xp gathered rather than with time, so that it's legitimately dangerous to get. Similarly, I recommend that darkness effects inflict the same status.
If you're feeling really ambitious, this same logic would apply to food and hunger attacks, but baby steps...
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