
Tomb Titivator
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Remove food (split from {Hunger} is tedious)
(If this is looking at the topic too macro-ly, sorry, feel free to delete/split the post.
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Tomb Titivator
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Dungeon Master
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Klown wrote:Is removing hunger clocks & food in general and fixing anything effected in others ways(piety instead of fruit for Fedhas, etc.) too far out there?
Tomb Titivator
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brendan wrote:Klown wrote:Is removing hunger clocks & food in general and fixing anything effected in others ways(piety instead of fruit for Fedhas, etc.) too far out there?
Too much of crawl is balanced around food. Foodlessnesss can work in a Roguelike, but it would require a top-to-bottom redesign of crawl.
Halls Hopper
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johlstei wrote:brendan wrote:Klown wrote:Is removing hunger clocks & food in general and fixing anything effected in others ways(piety instead of fruit for Fedhas, etc.) too far out there?
Too much of crawl is balanced around food. Foodlessnesss can work in a Roguelike, but it would require a top-to-bottom redesign of crawl.
I realize you are a dev and maybe you have some insight I don't, but don't most hunger producing mechanics have other limiting mechanics in place? (Mana for spells, charges for rods, piety for god powers, OOD mobs for stalling, nothing for pacification) Can spells really be considered hunger-bound when staff of energy and djinn exist and aren't super gamebreaking? You would get piety with corpse saccing gods faster, though maybe without the butchering/saccing tradeoff they could just give piety on kills, adjusting the rate as to keep things consistent with how they are now? Early berserk would be really strong but it kind of already is.
Spriggans and Healers are definitely balanced around hunger but is anything else that fundamental there that I'm missing?
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onton wrote:djinn exist and aren't super gamebreaking?
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