Dungeon Master
Posts: 585
Joined: Sunday, 9th June 2013, 17:13
Fedhas rework
https://github.com/crawl/crawl/wiki/Fedhas-Rework
That page has the commit messages inline in a way that describes all the relevant changes, so I won't repeat them in this post. This post is for discussing the changes, since I think this design needs a lot of work even if we merge a version similar to the current patch in 0.24. I'll continue to update the wiki page as necessary so that the current state of things is described in once place. As always, we're looking for constructive discussion that follows Tavern rules and the GDD guidelines.
Overview
Fedhas is a plant-themed god originally intended to support range combat. The god gives you plant allies that you can move and fire through allows you to create water to impede monster movement. Unfortunately the current design gives access to too many allies that are strong enough to carry the player through much of the game. These are either permanent or long-lived yet are stationary or have movement limitations, things that together encourage the player to lure monsters to specific locations. As a result, Fedhas has a tedious play-style, and this is reflected in the god's usage rate among players. This page proposes some major changes to the god that retains some of idea of supporting ranged combat.
New Fedhas will use only summoned allies and will allow less unfettered use of allies in general. The proposed abilities might not all work, so I've described some of the issues they have below. I'm not strongly attached to any of these individual abilities, but some or all of them could be a part of the rework. Fedhas might need a couple of iterations across versions to get it into a good final state, similarly to how we've done for Nemelex in the past.
Specific issues
Slow movement passive
The passive inspired by Ledas' Liquefaction doesn't really work (and is currently disabled). Removing the movement penalty adds more kiting to the game and creates something close to directly negating slow species' movement penalties. If you do keep the movement penalty, kiting is a bit less of a problem (although still increased), and having the halo grow from a low radius makes the god very bad at low piety. As I mention in the wiki, we could have the halo be instantly at max radius when it becomes available, probably with a radius of 5 or so. This is more similar to how Ledas currently works, but it still has the issue of being a god that directly negates slow movement mutations. Perhaps the Ledas Liquefaction spell is too bad a design fundamentally.
Overgrowth ability
Locking powerful terrain changing abilities behind a god is a fun thing to have in the game, but I don't want it to be excessive. I've kept the ability at 4*, since it's not strong compared to access to an ability at 5* that summons a guaranteed oklob plant. The piety cost is pretty high at 12 to limits its use, and I could see increasing that cost. I'd like it to retain the ability to break non-diggable walls such as stone, metal, crystal to make it more impactful.
Piety gain
In this branch, Fedhas is changed to have normal piety gain through kills. Although I'm not averse to considering alternate piety systems, they must be fundamentally different from normal piety gain. In other words nothing that plays like a more elaborate version of exploration piety. It's not a focus of this rework to make sure this god has a unique piety system.
Overall comments
This is a fairly lackluster god design that just keeps and reforms the most "fun" active stuff of current Fedhas and throws in a couple more useful actives. A rework that incorporated more interesting passives could be great, but of course the challenge is coming up with good ones. As I mentioned in that overview, it might take a couple versions to get Fedhas into a final state more people can be happy with.