Going to comment on my opinion on the 7.0.0 changes since I just finished a character using them here.
(long-ass post ahead)
Poison: I really like the change up that poison got recently. It's now much more of an interesting effect, but still needs significant work.
Free Action: I'm not too sure on this one, on the one hand, I never really got paralyzed once I had like 2 pips of FA on my last character- but on the other, I am very sure there were several instances where hitting that 1% or so chance to fail all my good saves would have got me killed. I am fine with instadeath, but only when it comes down to player fault (and not the "you did not unconditionally avoid the monster with the 1/1000 chance of killing you instantly" type of player fault).
However, I like that you have diversified its effects a lot, and now with several FA sources- it just means that paralyzing monsters are more likely to double turn you (which was a thing anyway).
Honestly, overall I think this is a win.
See Invisible: My character had poor searching/perception skills so this may colour my impression somewhat- but please revert or rework this awful change. Permanently invisible enemies have never been interesting in Angband, but making you require telepathy to actually see the dread pack you are fighting is 100% obnoxious. I swear I could only actually see these DL40 monsters 1/20 turns with 2 or 3 sources of SInv because of this low skill score. That doesn't make the skill more interesting to take, since this is really the only use of it after CLvl 15 or so and Telepathy trumps it 100% unless you were somehow fighting a monster named Tik (haha).
New monster abilities: For the most part I love these, the primary exception is the jumping ability on spiders. Possibly consider giving these spiders a jump ability which teleports them *to* the player (placing them in the nearest open cell or failing if you can't place within x cells).
Considerations:
Also the stun effect on ice spiders and stunning auras in general are a bit too spammy for stun effects that aren't attack brands IMO, punishing characters for having lots of attacks makes me sad.
Stun: Speaking of stun, I am actually really happy that it's not the be-all end-all status effect to apply to an enemy, but I still feel it's quite useful against magickers. Thanks for that.
Unlife: I haven't noticed this doing anything at all. Maybe because I've always had plenty of hold life?
Monster/Lazy/Blue Mage Removals: Can you please explain why you did this? It doesn't seem very poschengband (in my own, personal, interpretation of what that means) to remove these bad/difficult achievable things. I understand nuking some of clouded's monster contributions, but stuff like PGR is odd to me.
I haven't really tried anything to do with recall/ID since I like knowing what everything does (thank you for easy lore) and hate ID game in stuff which isn't like Brogue or Sil (thank you for easy ID).
Also, have you considered looking at PosChengband R's "Coffeebreak" mode? It seems like a really fun way to mix up PosChengband, 100% constant looty/killy madness (looty/killy being one of my favourite things about the game after chargen options).
Anyway, the device changes sound like they might actually be worth giving a shot, so if I give 7.0.1 a try, I'll try to give some feedback on that too.
Hope this was helpful, cheers and thanks for the development!
(long-ass post ahead)
Poison: I really like the change up that poison got recently. It's now much more of an interesting effect, but still needs significant work.
- Poison counter is a huge improvement over not knowing how much damage you have stored up.
- The description of many items which cured poison since it was kind of a default to cure poison need to be changed.
- Poison damage numbers seem mostly fine, but IMO the counter should tick a LOT faster and at least every game turn if you have a really high poison value (being able to zap _Curing multiple times between ticks is lame and makes poison really weak).
Free Action: I'm not too sure on this one, on the one hand, I never really got paralyzed once I had like 2 pips of FA on my last character- but on the other, I am very sure there were several instances where hitting that 1% or so chance to fail all my good saves would have got me killed. I am fine with instadeath, but only when it comes down to player fault (and not the "you did not unconditionally avoid the monster with the 1/1000 chance of killing you instantly" type of player fault).
However, I like that you have diversified its effects a lot, and now with several FA sources- it just means that paralyzing monsters are more likely to double turn you (which was a thing anyway).
Honestly, overall I think this is a win.
See Invisible: My character had poor searching/perception skills so this may colour my impression somewhat- but please revert or rework this awful change. Permanently invisible enemies have never been interesting in Angband, but making you require telepathy to actually see the dread pack you are fighting is 100% obnoxious. I swear I could only actually see these DL40 monsters 1/20 turns with 2 or 3 sources of SInv because of this low skill score. That doesn't make the skill more interesting to take, since this is really the only use of it after CLvl 15 or so and Telepathy trumps it 100% unless you were somehow fighting a monster named Tik (haha).
New monster abilities: For the most part I love these, the primary exception is the jumping ability on spiders. Possibly consider giving these spiders a jump ability which teleports them *to* the player (placing them in the nearest open cell or failing if you can't place within x cells).
Considerations:
- Makes them considerably more dangerous to fight in the open.
- Makes them considerably less obnoxious to fight.
- Continues to reward killholing (except disintegration spiders- what fun that would be!).
Also the stun effect on ice spiders and stunning auras in general are a bit too spammy for stun effects that aren't attack brands IMO, punishing characters for having lots of attacks makes me sad.
Stun: Speaking of stun, I am actually really happy that it's not the be-all end-all status effect to apply to an enemy, but I still feel it's quite useful against magickers. Thanks for that.
Unlife: I haven't noticed this doing anything at all. Maybe because I've always had plenty of hold life?
Monster/Lazy/Blue Mage Removals: Can you please explain why you did this? It doesn't seem very poschengband (in my own, personal, interpretation of what that means) to remove these bad/difficult achievable things. I understand nuking some of clouded's monster contributions, but stuff like PGR is odd to me.
I haven't really tried anything to do with recall/ID since I like knowing what everything does (thank you for easy lore) and hate ID game in stuff which isn't like Brogue or Sil (thank you for easy ID).
Also, have you considered looking at PosChengband R's "Coffeebreak" mode? It seems like a really fun way to mix up PosChengband, 100% constant looty/killy madness (looty/killy being one of my favourite things about the game after chargen options).
Anyway, the device changes sound like they might actually be worth giving a shot, so if I give 7.0.1 a try, I'll try to give some feedback on that too.
Hope this was helpful, cheers and thanks for the development!
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