Haven't managed to get to any real depth yet, but some early thoughts:
I haven't really come across/identified enough individual curses to have specific thoughts on those yet.
Also, an unrelated trap branch bug I found while playtesting this: immediately after coming down a staircase, I stumbled over an unseen trap. It looks like the game is not checking for adjacent traps when you first enter a level (via stairs, at least) so if there's one right next to the entrance square you won't see it before stepping on it.
- The "Oops! It feels deathly cold!" message felt a little confusing as a long-term player - I automatically associated it with the sticky curse specifically and assumed that what was on the item I'd found. (I do think there should be some sort of warning message when you equip any cursed item, just maybe a differently worded one like "A dark aura surrounds your [item]" or whatever to avoid that association.)
- Having just said that, it feels weird that weapons of Morgul and the Nazgul don't seem to show either that message or the {cursed} tag when you equip them despite having negative traits. I don't think the distinction between "inherently mixed blessing ego" vs. "good ego with added curses" is clear enough from the player side for that behaviour to make sense.
- I know the intent was to have curses start appearing early on to give the player a chance to start IDing them, but I'm not sure how well that actually works. If I find an average or magical weapon with a curse that doesn't ID immediately on wielding, I have zero motivation to either keep wielding it or waste a rare early ID scroll to identify the curse. I feel like it would be better to either make all curses immediately apparent on wielding, and/or only have them occur on egos and jewellery.
I haven't really come across/identified enough individual curses to have specific thoughts on those yet.
Also, an unrelated trap branch bug I found while playtesting this: immediately after coming down a staircase, I stumbled over an unseen trap. It looks like the game is not checking for adjacent traps when you first enter a level (via stairs, at least) so if there's one right next to the entrance square you won't see it before stepping on it.
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