daggaz wrote:One thing that could be improved is to have him drop shops at your feet instead of some random fucking place further on in in the dungeon. You have the money, you call on your god, you want to use the power then and there, not possibly twenty minutes later if you are still alive.
By the same token, I'd love to have an executioner's axe drop from the sky when I get axes trained to 26. Crawl doesn't make a habit of handing us stuff as soon as we are ready to use it. Instead it's a grabbag of stuff we aren't ready for yet, and stuff that isn't useful to us. And we have to adapt to that unreliability.
This is really parallel to Veh and Kiku not guaranteeing spells anymore. While you can certainly have the game too unreliable and make it a luck-fest, it's a lot more tempting generally to make it too reliable and remove the need for adaptation.
There is a timing problem with the shops during Lair and orc, and the issue that V shops are inaccessible till post rune. But the option of diving a floor or three for the shop is quite reasonable for me; if you're desperate for a power boost, but have some consumables left to get you out of bad situations, it can be worth it. Especially if the expected value of a shop was increased a bit with an acquirement.
Though it did just occur to me... what if a felid calls a weapon shop? Sometimes that could be optimal, as you don't want any of the others and it might be cheaper (by a factor of 2) than any of the rest. What acquirement does it give? Or should weapons shops just not be offered to Fe?