dpeg wrote:1) No more sacrificing corpses under Trog.
2) Corpses from kills while berserk can be 'c'hopped when still enraged. This works with any weapon (or hands), gives piety, creates a lot of blood, has chunks spraying around (like disintegration) and increases rage duration like a kill would. Perhaps it should also be shorter than actual chopping.
3) Fresh corpses (created during the current rage) are highlighted: e.g. always on top of piles and in a different colour.
I really love the flavor. The minor synergy with blunt vampiric and distortion weapons is kind of nice too, but of course pretty irrelevant.
There are two problems in my opinion:
1) I think there should be some interesting tactical aspect to a new Trog piety gain mechanic. I don't know if sacrificing for berserk extension would be relevant often enough to be interesting. You would have to be fighting multiple corpse-dropping enemies while berserk (this is usually a bad idea if the enemies are actually dangerous, especially if there might be reinforcements), kill some but not all of them (killing currently has a chance to extend berserk), one of them would have to drop a corpse, and there would have to be enemies left standing when berserk is close to running out. I think it would feel nice if you get to use it to your advantage, but that wouldn't happen more than maybe 1-5 times in a game. Regular berserk extension should probably be removed, then extension from mutilating corpses might be relevant.
2) If the piety gain is large enough to compel players to berserk in trivial fights against edible monsters this would be incredibly annoying: you have to wait out the slow, gather some of the strewn around chunks, and eat them. Making players want to berserk more has a lot of tactical relevance, but I don't think it is interesting. So the piety gain would have to be quite small. Not producing chunks from mutilating corpses would help offset this problem, but would lose some flavor.