Saturday, 12th September 2020, 08:28 by svendre
I haven't seen it in awhile in trunk, so maybe it's been removed. If that's the case, this is the result I see:
Now heavily leaning spell-caster builds only have resting a billion turns between almost every encounter (and Vehumet/Sif I guess..?) to gain their mana back, especially without a food clock in the game. This means that their optimal score versus melee that just hacks and slashes nonstop went way down in relation.
Secondly, if the heavily leaning spell-caster build wants to have any means of gaining mana back during an actual conflict (where they can't rest), their only steady options (not counting very limited mana potions in this) now are Sif and Vehumet, which really would be lovely if they didn't suck so much to keep for a full extended game (which is a game that casting developed characters have enough time to become more interesting) thanks to that cutting off their options for a life on kill god (TSO/Mak) which is all but necessary to handle some things like mummy curses damaging you for removing the threats (which smite and torment, etc.)
TLDR: I guess it's a pretty heavy nerf for spell casting vs. melee, something we didn't need, going the wrong way.
If this kind of difficulty/limitation is really badly desired, then melee builds more than ever need a form of fatigue that parallels mana depletion.