I've completed an Iashol game. Overall I really like the concept and enjoyed the game, I hope this god makes it into a release version.
http://dobrazupa.org/morgue/lessens/mor ... 025841.txtAnyway a few bugs to report.
-Frequently got a sacrifice called "No Ability", people have already mentioned this. I assume it's sacrifices I've already taken coming up again and breaking?
-Spell sacrificing doesn't work. I ended this game with transloc blocked but blink memorized, pretty sure it wasn't grayed out when I memorized, but I never cast it so I could be mistaken, (it certain looks castable, 38% failure rate, I regret forgetting to test this). However Air Magic was definitely blocked and I was able to memorize Flight and cast it several times, this might work for other useful Air/Charms spells but I'm not sure. In any case this may not even be that horrible of a thing, letting players simply not train those spell schools but letting them cast some of the lower-level spells in those schools by training up other schools on multiple-school spells (or just by int+spellcasting), but that definitely weakens the importance of the sacrifice since many of the most useful spells are multi-school, low-level or both. Perhaps I am mistaken and multi-school spells are supposed to be castable?
-I am not sure sacrifice love appeared in my game at all. It certainly did not appear while I was still taking on additional sacrifices. Has anyone gotten this?
And some suggestions.
-Sacrificing potions is too weak at the moment. I almost never saw it come up, and never did it occur at a time when I wanted to use a potion in an entire 3-rune game. I assume scroll sacrifice works the same way. Unless these are meant to be sort of "freebie" sacrifices that everyone takes and they rarely do anything, it should occur more often. If so the description should be adjusted because it the current one makes it sound devastating whereas in practice it basically doesn't exist.
-As much as I hate to admit it, Cataclysm is too strong at the moment. I like the idea of scaling draining to damage done and scaling damage to level (scaling it to invoc and outright reducing damage less so), as long as both are kept within bounds. Maybe a lvl 14 Cataclysm could deal 1/2-2/3 of the damage of a lvl 27 Cataclysm and drain up to a max of 2.0 draining if it damages a large number of enemies. I do think it should remain quite strong because the player has made some very significant sacrifices to get to a full-power Cataclysm and should get something very impressive in return, I mean the aura effects are certainly great but they're also in the background whereas a strong Cataclysm really demonstrates that you're getting something quite powerful in return for what you've lost.
-The idea of giving the player an idea of how much piety they'll gain from a given sacrifice is very good. I would have chosen different had I known this and the current system encourages the player to look up spoilers rather than play.
-This may already exist given how many sacrifices I had to take to get from 5 to 6 pips, but there shouldn't be any 'hidden piety' within the 6th pip between 160-200 piety. The player should know when their sacrifices are no longer benefiting them, otherwise they're encouraged to do metagame math to determine exactly what their piety is and when they can stop.
-Right now I think the god tends to be most beneficial for heavy armour melee-type characters with little or no spellcasting abilities, less useful for more hybridized characters and almost useless for characters that use conjurations as their primary means of damage. I guess this is intentional but it would be nice if there were some sacrifice options that favor the latter two more, not sure how well this would work?