A few comments:
1. In principle, I like the idea of darkness generating monsters.
2. I'm a bit concerned that it will make detection and ESP even more important. I use them all the time anyway, but I do feel that they take away some of the flavour of the game, and would rather see detection/ESP become less important. Part of the charm of the early game is that you are actually exploring the dungeon and get a surprise from time to time - this disappears later in the game with access to detection/ESP/Mapping (...except for loot and the occasional Drolem).
3. I'd also like to try increasing the light radius from lights. To make high values worthwhile, maybe an exponential curve? Thus: torch = 1 square, lantern = 2 squares, phial = 4 squares, phial+gondolin = 8 squares, phial+gondolin+whateverelsegiveslightIforget = 16 squares.
1. In principle, I like the idea of darkness generating monsters.
2. I'm a bit concerned that it will make detection and ESP even more important. I use them all the time anyway, but I do feel that they take away some of the flavour of the game, and would rather see detection/ESP become less important. Part of the charm of the early game is that you are actually exploring the dungeon and get a surprise from time to time - this disappears later in the game with access to detection/ESP/Mapping (...except for loot and the occasional Drolem).
3. I'd also like to try increasing the light radius from lights. To make high values worthwhile, maybe an exponential curve? Thus: torch = 1 square, lantern = 2 squares, phial = 4 squares, phial+gondolin = 8 squares, phial+gondolin+whateverelsegiveslightIforget = 16 squares.
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