Thanks for the feedback! I'll address a few of your points specifically...
Not actually true anymore
twelwe wrote:Balancing the races with the removal of the food clock. Glow clock functions exactly the same for every species,
, though I'm not sure the server's seen a recompile since that was done (rebuilds on dashify.me aren't automated). However...
twelwe wrote:and races like Centaur lose an important disadvantage for balance reasons while every race gains an advantage (effective gourmand, you are always "full" - you will never not be able to use an ability because you are too hungry), making kobolds less attractive. Trolls can actually rest without starving. Traveling to a stash doesn't cost permafood. Certain enemies, like Hungry Ghost or Harpies, need to be revised or outright removed. Fruit is a confusing holdover from Stone Soup, serving no purpose until you remember Fedhas. It should also probably be removed, and the cost of growth/evolve revised. I a world in which only fruit exists is no world I want to survive in.
...I do acknowledge these issues. Racial balance definitely needs tweaking now, and I wasn't overly fond of fruit existing solely for Fedhas even before you brought it up (I just haven't thought of a suitable mechanic to replace it yet, so I'm leaving it in pro tempore).
twelwe wrote:Identifying everything gives some items a questionable existence in the game a bit odd, since there is no way they can surprise you into equipping it.
I did take some steps to remove strictly-bad items from the game, though negatively enchanted gear still exists (because if you find, say, a negative exec axe, there's a good chance you'll still want it). Bad potions are still in for the sake of Evaporate, though, as with fruit/Fedhas, I'd like to be rid of that.
There are one or two other items that are currently useless as well; the ring of sustenance currently does nothing (I plan to change it to a glow-tolerance ring).
I think Misfortune may be amusing enough to leave in; most players seeing it for the first time would probably get a chuckle out of it.
twelwe wrote:The ring of slaying Monks begin with is equippable up to rune gathering.
This surprises me, since it's only an accuracy ring, but you are correct in that it could probably be removed. See...
twelwe wrote:If not the best starting class, they at least make Fighters, Gladiators, and I dare say Berserkers ridiculous choices in comparison since monks in light retain the innate two star piety gain upon worshiping any religion that crawl stone soup has.
...that's not so much a trait Monks retained as one that fairly recently got imported. I added the ring in Light 0.1, when Monks didn't have as much going for them (the piety thing didn't exist yet).
twelwe wrote:Throwing weapons are VERY odd. It seems as though the enchantment change in Stone Soup carried over to Light, and you cannot enchant any type of ammunition.
Correct; I imported that when I implemented implicit ammunition, both of which were done recently.
twelwe wrote:Steel javelins, which I was able to play around with, still had the description relating to the lower chance of destruction upon impact. The "Enchantment reduces the chance of such loss" sentence remains in ammunition descriptions. Returning throwing weapons just mystify me. Are they really failing to return because of skill, or is being destroyed every time? It seems as though the latter is the case.
Ah, bugs. I just fixed the description issues you mentioned (and thank you for bringing them to my attention); as for returning, that brand probably should simply be removed in this scheme.
twelwe wrote:This makes throwing even more undesirable for non-large player species, since the skill has no equivalent to the unlimited ammo approach Light takes to launchers.
I'd like to remove Throwing skill (possibly shifting blowgun effectiveness into Evocations) and make thrown projectiles dependent only on stats; thrown weapons would be distinct from launchers in that no training would be required to use them effectively, but their usage would be strictly limited. Again, something I haven't gotten around to yet.
Something I'd be interested to hear about, if you have any notes on it, is piety balance. At this point, the shortening of the dungeon and my attempts at compensating for same have probably thrown it out of whack for several gods; it seems like you were playing Trog/Okawaru games, so I'm wondering how you felt their piety curve functions at the moment.
In general, I'm aware that the current state of Crawl Light is probably not well-balanced, but that's a big part of why I started this thread; I was hoping for exactly the sort of feedback you were willing to give (which, again, I'm thankful for).
Just a well-spoken spambot.