Thursday, 4th May 2017, 03:49 by Doesnt
I decided to look through the Stone Soup changelog and list features I thought were Good Ideas over linley's crawl:
-You won't start the game with an ogre in LOS.
-Reaching is no longer a special brand and instead is a property of all polearms. It also does not cost MP or hunger to utilize.
-Okawaru and Trog give ammunition, allowing full-ranged builds.
-Controlled Blink isn't a level 4 spell anymore (what)
-Sif Muna is now much less mediocre than it once was; channeling used to be in Vehumet's domain, leaving Sif with just miscast protection, amnesia, and books. Also, you lost piety for miscasting.
-Scrolls of immolation are now scrolls of fun tactical shenanigans instead of just hurting the player.
-The hassle of dealing with brown chunks that randomly sicken you for no benefit is no more.
-Axes cleave now. Long blades do...their thing that makes them look like distinct weapons instead of being maces that can butcher.
-Lugonu, the god of the abyss, and its associated class Abyssal Knight. Abyss in general has been given a bunch of tweaks.
-Demigods, Centaurs, and Ogres don't have to eat constantly without actually being any better at eating.
-Trog's book burning shtick and most of its current abilities; old Trog was boring and just gave you Berserk, Might, and Haste.
-Nemelexites aren't expected to haul everything in the dungeon back to the temple.
-Beogh exists.
-Annoying mechanical traps are much, much less common. No more randomly losing a promising run because of a blade trap.
-Player ghosts are able to cast most spells instead of just some of them. They also don't do absurd things like cast Torment.
-Scroll of fog, a tactical option for blocking line of sight.
-Vampires as a playable race.
-The confusing mess of hand-and-a-half weapons is simplified into just one-handed and two-handed weapons.
-Enchantments split means the best hexers aren't also the best buffers, and vice-versa, making both types of character distinct and thus more interesting (in theory anyway, rip charms).
-Randart spellbooks, which open up different paths for casters to grow.
-Deep Dwarf race. This probably shouldn't be on the list though tbh, it was a bad idea
-Artificer background, which has a rather unique earlygame.
-Orb of Destruction, an oddly satisfying attack spell, exists.
-Shoals and Spider's Nest branches; old crawl just had Swamp and Snake. Its version of Swamp was also radically different; levels were much less like what we have now and more like big rooms of randomly placed water.
-Slime creatures can now fuse, thus making them more than just a yak recolor.
-Ugly things now come in colors and change colors and are fast, making them more than just a yak recolor.
-Jiyva, god of all things slimy and lord of the Slime Pits. The only god the player can kill.
-Fedhas, no wait this was a bad addition
-Cheibriados, god of slowness; encourages followers to take it easy.
-Overflow altars open up fun decisions with god choice.
-Basically everything nice about the local tiles interface.
-A bunch of cool spells: Passage of Golubria (basically a weak portal gun), Malign Gateway (summon tentacle), Tornado (what it says on the tin), Darkness (reduces LOS for everyone on the level).
-Hellfire/Damnation ignores AC, making it the scary thing it is.
-No more chain paralysis, thank god.
-Ashenzari, god of divinations and curses.
-Felids, a literal cat race.
-i'm only like halfway through the changelog zzzzz do you really want to add all of this back or think it's worth removing outright