First and foremost, thanks to pubby for making this patch.
I've just finished playing a game on CSZO's Formicid branch, and I found it to be both fun! and very close to properly balanced.
As a point of comparison to other candidate races: I have previously won a Djinni with all skills at 27, and a 3 rune Lava Orc. I found the mix of Djinni immunities to be hideously unbalanced, and I found the Lava Orc to be HillOrcButStronger. Neither of these races had interesting tradeoffs, nor were they very fun to play.
Formicid is the opposite. Permastasis forces you to shape your entire game around not having access to haste, teleport, blink, or swiftness. Low HP aptitude means that you don't get too much leeway to screw up. As a tradeoff, you get pretty good defenses and the ability to wield a 2-handed weapon with a shield. You can dig at will to create corridors, reposition, or break LOS. You also get an escape ability that allows you to shaft yourself, potentially placing your character in greater danger*. I found Formicids' tradeoffs to be meaningful; they were neither too strong nor too weak. The resultant gameplay was both interesting and Fun.
*Self shaft is a well designed ability and I really like it.
In short, I would enjoy seeing Formicids in trunk in the future.
I typed up some thoughts during the game, and I'll add to them here:
- Formicid defenses are huge. Too huge too early in the case of Armour. After clearing Lair, my character's defenses were somewhere around 30/20/20. This was too much, and the +3 Armour aptitude needs to be lowered. Whether to +2 or +1 I'm not sure, it depends on what other changes are made to the race.
- Dig needs a higher cost. Dig for some small hunger is too powerful. I understand the race's need for an ability like this as they have little else to work with, but I Did Not Have To Think about pressing a-f twice whenever there were soft walls around and I was in danger. Ideally, I would like to see the cost of Formicid Dig changed to something other than hunger. Simply increasing the hunger cost here wouldn't change much, it would just result in more chop-eat tedium.
- I like the -2 HP a lot. It's a good counterpoint to the larger defensive stats, and it sets up the dynamic of the race. Raising this would be a bad idea; too much HP and the Formicid game would change from "Can I handle this fight? Will I need to escape?" towards just being 2h wrecking balls with shields.
- Shield aptitude should probably remain around +1 or 0. Their HP growth is already low, they are likely to be leveling weapon skill more for 2-handed delay, and as they have the whole "2h+shield" gimmick going on you probably don't want to make players feel forced to invest large amounts of experience in a low aptitude skill just to make use of one of the racial draws.
- Dodging seems fine at -1.
- Even with their current +3 armour aptitude, Formicids already feel
far more balanced than Dj or LO. The initial try was reasonably close to a good balance point.
- Edit: I don't like the seemingly-random extra 100 aut delay to reactivate Formicid Antennae after removing their helmet. This is a bit of personal preference, but the initial 40 aut just to remove the helmet is already a lot if you're trying to do it to regain SInv for some reason (presumably only as a last resort!) -- 140 aut to regain antenna function is ridiculous.
My character cleared spider, shoals, vaults, and zot:5 with no significant trouble. (And too much experience -- I think the Formicid branch on CSZO may have been split before the midgame XP reductions? It was a relatively old branch that still had Traps skill and was missing many more recent additions.) I would have stopped there, but the game's spectators asked me to try extended to get a sense of Fo play outside of a normal game. Slime (TRJ specifically) was more challenging than usual due to no tele or haste. Abyss was no problem. Pan became very dangerous, as I entered it while still worshiping Okawaru and had a poor array of skills to handle it while under stasis. I escaped a near death situation in Pan, switched to TSO, and went to clear Tar for a weapon blessing. I took the rune from Tar with no trouble, and then splatted to Asmodeus.
It's important to note here that the splat in Geh was entirely my fault. I walked in to Asmodeus' room and took 3 steps into chain hellfires to the face. Had I pulled it properly or summoned Daevas or any of a number of other approaches, it would have been fine.
Extended as Formicid is challenging (obviously due to the Stasis restrictions), but I think it's doable with proper skilling and play.
Here's the morgue:
http://dobrazupa.org/morgue/Implojin/morgue-Implojin-20130828-020009.txtThe ttyrecs of the game are on CSZO with the following timestamps:
2013-08-27.12:24:35
2013-08-27.15:16:39
2013-08-28.01:58:49