Curio wrote:Shapeshifters.
Mostly fighter/stabber aptitudes.
Abilities:
Change form into creatures flesh of which you ate
Ability to cure mutations loosing some amount of permanent hp ("You twist into a blob of flesh and revert back to your previous form leaving a puddle of mucus. Your genetic structure feels more pure.")
How would you balance this, and how is it feasible interface- and code-wise? Note that often, monsters are far more powerful than players, but too stupid to take advantage of this, and many aspects of monster definitions would require tweaking, due to severe asymmetry (like lack of dependency on MP), and there are very few corpses in extended endgame (without going Kikubaaqudgha), so this might encourage silly behaviour like making zoos of monsters into which you want to switch for later areas.
Curio wrote:Daeva/angel
Replace demigods!
can worship only good (maybe neutral) gods.
good fighter/caster aptitudes. terrible stabber aptitudes.
Demigods don't need replacement, especially by a race that would remove much of their uniqueness (total lack of god, universal competence). The development wiki has
a page on Demigods, in case you wanted to look at it.
Strongpoint wrote:High Elves (-1, +2), Deep Dwarfs (+1 -1) Kenkus ( +1, 0 ) aren't much better than Mountain dwarfs (+3 -3) I want something like (+1 +2) or better. BTW it could be a good buff for High Elves
Those are quite fine, and high elves don't need buffing. You may want to try demigods, as well; their aptitudes may not look like much, but their strength really helps with armour, and intelligence with spellcasting. I also hear hill orcs are good at heavy armour casting, so try them too. Generally, you also want to look at spell school apts, intelligence, and strength, in addition to armour/spellcasting apts.