Dungeon Master
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Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Dungeon Master
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Joined: Thursday, 23rd December 2010, 12:43
Tartarus Sorceror
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dpeg wrote:mikee: good stuff, although there is some clash (at least flavour-wise) with fruits for Fedhas. Of course, fruits could be abstracted too ("You carry 16 fruits.") and maybe that's the right way to go. It just feels .... less flavourful.
Barkeep
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Barkeep
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njvack wrote:And fruits are delicious! They can't lose their flavour! Also, there's ambrosia which is kinda half-food, half-potion.
The other thing is you wouldn't be able to drop food around harpies. If food destruction is to continue to be a thing, that has heightened significance if you can't eat the harpies anymore.
Pizzafying fruit sounds cool, though I'd be a little sad if they were all generic on the ground. There are some amusing fruit-based vaults.
Ziggurat Zagger
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dpeg wrote:4) Remove ring of sustenance and amulet of gourmand. The staff of energy is better in this regardand can stay.
Snake Sneak
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Abyss Ambulator
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Dungeon Master
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sanka wrote:2. Make stashes suboptimal
Barkeep
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sanka wrote:The only thing which bothers me is that because of item destruction/weight limits you are encouraged to create stashes of various items, and this creates a lot of tedious travels, which can cut into your food supplies.
Shoals Surfer
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Dungeon Master
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Barkeep
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dpeg wrote:ackack: I think it will be much easier to get a change on the way if the steps are small. Item weights are a separate issue, and may need thought. However, that matter is not clear cut (think about wands, javelins, large rocks). Getting rid of food will be easier if weights are left out of the picture. (Okay, reducing weights of rations could be part of the patch, but I am unable to see that a first permafood version with current ratio weights should be unplayable. In other words, food weight can be addressed later (or not), when we're able to play chunkless games.)
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