Lair Larrikin
Posts: 29
Joined: Thursday, 10th December 2015, 19:42
Game irks. Early draft
1.a) Stair dancing is CHEEEEEEESY. More monsters should follow you up the stairs, at least the ones that see you when you go up/down, more so if they got high intelligence and are chasing you. Conversely, when using stairs, I don't think the adjacent monsters should immediately pop up with you on the other end.
Suggestion: You take a turn using the stairs (just like now), then monsters start coming up/down the stairs 1 by 1, that is 1 new monster pops up each turn. I like how a staircase would act as a bottleneck (same as a narrow hallway), which would be fairer than the current stair dancing.
1.b) Monsters that spawn in groups (and have at least some intelligence), shouldn't be split from the group so easily. Basically, luring a few out at a time (by shouting from distance or just glancing LOS, then them running after you and leaving the others behind) is too easy. They should call the rest of their group to come with them.
2.0) I HATE the meticulous stashing, most of it is caused because of the somewhat shortage of inventory.
You CAN bring lots of (different types of) potions, scrolls, rings, amulets, food, ammo, plus the equipment on you. But then you will have little space left for loot, and very soon you have to go back to your stash (AGAIN), do a bit of sorting and come back. You have to do this too often OR...
In practice, you take a lot less with you (only the essentials) and the more obscure items, that could be useful or might offer a different tactic, get left behind.
There is no added strategy here, it's just a nuisance in the game.
2.1) Solution: Double the number of inventory slots (104). BUT make the time delay of putting equipment (everything except rings&amulets, also I'm hearing ranged weapons will have their own slot(so no issue there)) on&off high enough to make it unfeasible during combat. Right now it's 5+5 turns to switch equipment, make it I dunno 10+10?
TECH:
For keyboard, make the second tab (the other 52) accessible by hotkeys like "=a", "=b", "=c", ...
Frequently used item categories are prioritized so you will see them on the first tab.
For GUI, add tabs on the side of inventory like:
|I| +++++++
|II|+++++++
....+++++++
....+++++++
I could say quadruple the inventory (4 tabs instead of 2), but I think 104 should be more than enough.
3.0) I HATE going through my stash of spell books, looking for a spell. It's a mess.
3.1) Instead make a Spell Memorandum. A Book is read (and consumed?) at which point, all of it's spells go to your Spell Memorandum and will stay there permanently.
From then on, you can access it at any time, and memorize the spells you want. But add time delay, so it's not feasible in combat.
When seeing a book in a shop, it should be in a different color if you already have all the spells. Similairly, if you inspect the book, the spells you got are also in a different color. Grey, as in useless?
This can probably be merged with the Memorization Tab. But I would like a menu, where I see my list of spells which I can filter with regex and where I can inspect the individual spells.
ALSO
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*Why do the monsters all have the same LOS as you? Maybe it could vary. Concept of sniping/getting sniped sounds cool (getting hit by something outside LOS). So does blinding (narrowing a target's LOS).
*A key to: Chop ALL Good Corpses.
*Make basic ammo of choice (set default choice somewhere) out of corpses. Do this automatically when chopping.
P.S. Felids' several lives is silly. Dead = Game over. Common!