Wednesday, 25th November 2015, 14:47 by Bart
There is only one Orb of Zot, so we cannot really talk about any consistency in this case. There's also nothing spoilery in the fact that touching (magically) orb of zot makes bad things start to happen.
I used to apport the orb with weaker characters to avoid problems on zot:5, where teleport is a very bad option if character is weak and second lung uncleared (because character is weak). Zot:5 vault is undiggable, which means that all escape paths can be cut off easily by a bunch of extremely dangerous mosnters. The change makes zot:5 potentially more exciting... and deadly. At this point of game I preferred to leave excitement past me even if it meant casting (tediously) apportation a dozen of times to get the orb safely to a stairway.
In other words - this change is reasonable, but it also creates a small risk of unfair and unescapable combat. For most of players this risk is probably acceptable, yet I believe that situations which lead to "unavoidable deaths" are acceptable in early game and in optional areas, but shall be minimized in late game.
That said, I don't want to sound completely ungrateful, so... thanks for the changes that I like. Thanks for making the game overall better!