Aean wrote:It sounds interesting, and I'll have to give it a try! It would be good to have an "intro caster" race - as any experienced player knows, despite initial appearances, deep elves are definitely not a good intro race.
If you haven't already, I suggest looking at the testing thread for Faerie Dragons (
viewtopic.php?f=8&t=25195). They were meant to fill the same hole in the game, as strong intro casters. Could be a good place to find some of the potential pitfalls with the Yokkaso, and to help make sure it doesn't get rejected for similar reasons.
That's actually why I even thought of this, I saw that species and was super excited about it. Was really disappointed by the decision to not go through with it, so I had a look at the design goals, and the specific reason given for not including the FDs and tried to follow them. I agree with Realz 100% there is a empty spot where a beginner caster could be put.
This is the quoteo for why FD was rejected:
The consensus right now is that we're not going to merge this, but I will leave this PR open for now in case any other devs wanted to comment. I don't think that the premise of this species is a good one. The benefits you've given FD make the early game easier through some quite extreme mutations (very high AC and SH bonus and free L1 spells from turn 1) yet don't make heavy spell usage characters easy to play past that point. Low-defense, low HP characters using spells extensively are difficult for new players because using spells to keep monsters sufficiently away from you requires a lot of knowledge and careful execution. The FD mutations don't alter this fundamentally relative to the existing species associated with magic in crawl. Many of the large list of mutations FD has are in fact shared with these other species (large AC bonus, uniformly good magic apts, low HP, innate flight, EV bonus in flight).
You mentioned the Simple category specifically, but this species wouldn't actually fit the working definition Lasty used since it has a long and complicated mutation list. There's some interest in reforming the definitions of these categories, but unless and until that happens you'd certainly not want to aim for the Simple category with such a relatively complicated species.
The MP cost reduction mutation does weird things to L1 spell usage and was removed from Vehumet in the past in part because of this. I mention this because it was one aspect that at least one dev expressed some interest in, but if you reuse the idea in any future proposal, it might be better to simply try an increased rate of MP regen.
So to go point by point through it (and to a lesser extent why this would be a good species to go into the "simple" category)
1. The benefits to new players was through a number of extreme mutations and didn't have a big impact on casters beyond the early game.
This is addressed by having only one new "mutation" added for the species (and two total), which requires little effort to understand and use effectively. This mutation is as beneficial early game as it is late game. Scaling and effectiveness can be adjusted as desired.
2. Spells require players to know how to keep their character away from enemies especially on low health low defence characters.
This is a high(ish) HP and high(ish) defense caster done almost entirely within the rules so there is much less "rule-breaking" to get the player head around, and the mechanic of disabling the chance of free spells at 50% will hopefully engender players to more careful positioning and general play. (So incentivises them to learn the positioning most beneficial to them)
3. The mutations and playstyle need to be sufficiently different from other magic using species to be worth considering.
As a low int and no bonus mana species but with the spell ability and heavier armour, Yokkaso play much more towards preserving the most health possible to get the bonus spells, doing this through armour and it's synergies with often overlooked spells make if different enough in my opinion. Yokkaso are able to cast tougher spells in big armour, but they also have much higher hunger costs, and will have less overall spell success to cast high level spells for a given point in the game. This species does NOT play like a deep elf in plate. (IMO)
4. New Species should not be overly reliant on pulling from mutations other species start with.
The only mutation used existing in the game is Sturdy Frame and this is present on no other species by default currently. It is also the lesser of the two major points for the species, and the bonus mana return for being high health is I believe an interesting (and playstyle adjusting) mechanic that is at the same time very simple to understand.
The species is also potentially a good fit for the "simple" category by being 10 speed, being durable through +aptitudes for fighting and armour and sturdy frame 2, having a very small mutation list which is very simple to understand (so limited rule breaking), it's aptitudes and abilities will (hopefully) help players learn good spellcasting practices.