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Messages - ssteam

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Oh, no need to rush. I was worried that you intentionally made shopkeepers not block doors just to screw the player over from time to time. If that's not the case then it's ok :)

There's usually no walls in dungeon rooms, but in cavernous dungeons walls are all over the place so spotting amulets become difficult.

Thanks for the tip on inventory hotkey. Didn't know i -> y worked too. Although i -> v is still easier to input.

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Thanks for the quick reply and good luck with your development.

Word of recall sounds like an excellent idea. So does Carcassia. :)

I know there're secret stuff out there that I haven't discovered yet. I still have my save after killing Amaurosis, and I plan to play some more once I'm done playing in the Crawl tourney.

The consequences of leaving with unpaid goods are fairly obvious, but the problem is that the shopkeeper makes no attempt to actually stop you from doing that so it's easy to slip and forget to pay before leaving. It's almost as if the shopkeeper was more interested in obtaining an excuse to kill you than actually doing business (which might actually be true? lol).

One issue I forgot to mention yesterday is that artifact weapons seems a little too biased toward long blades. Bloodsinger is a sword, one of the two artifacts in Wintersea Keep is a sword, the Exile's quest reward is a sword, Heart's Fury is a sword, even the warrior crowning gift is a sword. I would suggest making the different weapon types more balanced.

Speaking of the Exile, this is strictly personal opinion but I think his reaction should be stronger when he learns that [spoiler]his sister had landed on an ogre-infested hellhole and was brutally murdered and eaten. (I believe that's what happened, anyway)[/spoiler]

Also, may I ask what prompted you to make amulets # rather than ' as in most roguelikes? Makes them rather hard to spot in cavernous dungeons since they look like walls.

On hotkeys: thanks for remapping look to x! But there's another one that I found really annoying. The inventory (not the equipments screen) can be accessed to via i -> Y or I, but both requires holding down shift which is quite obnoxious considering how often you need to look at your inventory. In ADOM the inventory can be accesssed by i -> v which is a lot better.

Yes, I'm fine with being credited as ssteam.

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Quick feedback:

Just killed Amaurosis on a GiWa. Not bad for an alpha game. I liked the lore books. The world does feel a bit empty, and the dungeons are either too long (almost infinite, if not actually infinite) or too short (just 1 level).

Bugs:
- Avernal bats drop quills. This is... probably not intended.
- After accidentally robbing a shop, all shopkeepers in the world became hostile. I tried to pacify one of them in one such encounter by dropping the unpaid good and chatting to him, and was prompted to pay some ivories. However, after I paid the ivories the shopkeeper was still hostile. When chatted to again he says "Have yourself a look!" as if he's friendly, but he was still hostile. In the end I was forced to kill the shopkeeper.
- All shopkeepers are human. I understand that this is probably less of a bug than more of a "I haven't gotten around to this yet".
- Monsters fight each other too much. Notably, one of the four avernal giants fired an AoE spell as soon as I came into his sight, which promptly aggroed all his brothers and they immediately started killing each other which was highly amusing. Another example is the old dwarven town where the lich kings just pissed off their friends and got killed. Perhaps change it so that monsters aren't quite so easily angered by friendly fire? Personally I would advise removing this feature altogether.
- There's a locked door floating in open space on the level 2 map of Wintersea Keep. It can only be found through scroll of mapping or flight and doesn't seem to do anything.

Suggestions:
- Add w> and w<. Seriously, navigating the dungeons is such a pain.
- Make the hotkeys more like ADOM. This is good for muscle memory as most of your players are probably from ADOM. One particularly bad offender is the "look" key, which is used all the time but requires upper case input. I changed it to x (from Crawl).
- Add the ability to "descend" with >, when flying over open space. Might be a little tricky to implement though.
- Add more secrets! Something like an secret area in the mountain elf village that can only be reached through flight, or a secret chamber on Siriath's level that can only be detected with mapping. (I do realize there are already secrets in the game. I still haven't found the cosmos stone or the key to Zaeda's tower. And I still have to dig around Cithriel...) Also, consider making your changelogs a bit less spoilerous.
- Why don't shopkeepers block doors like in pretty much any other roguelike? This might be a conscious design decision but I really hate it, it's too easy to accidentally piss off a shopkeeper and once that happens there's no going back.
- The whiteflowers quest should be made a bit easier. Currently it takes MUCH longer to get 20 whiteflowers than to get enough corpses for crowning which is pretty silly. Never acutally completed this quest.
- Doing outdoors maps during dawn/dusk/night is super annoying since everything is the same color, making it difficult to tell what is what. It's particularly maddening if you're trying to do the whiteflowers quest. Not sure what you can do to address this problem, though.

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