I noticed dynamite doesn't seem to blow up the trees in the intro level.
Yes I know, it's a limitation I did to make certain things easier for me, and I'm totally fine with this. The forest is such a small part anyway.
Some variation to the church lay out would be cool.
That could be nice.
Can you do anything to/at the altar?
Short answer: No. Long answer: Well, stuff like prayer or sacrifice means having some sort of religion-system. This is something I certainly want to add in some manner, but now is not the time.
What about the graves?
I originally imagined zombies crawling up from them. But I think that would get very repetitive and predictable. I have some other ideas for zombie surprises though.
Might be cool if the spiders had more interesting descriptive names instead of just white/black/green/etc. Unless the effect of different colored spiders was randomized each game like potions in Rogue. I've never seen random enemy effects in a roguelike before.
Yeah I should do a little spider research some day, to make the names more interesting.
Random traits and attack effects was something I actually intended at first, but I guess I moved on to something else.
I read some comments on another board about your game and I think I have to agree with toning down the respawning a little. I rarely make it past the first level of the dungeon because I just keep getting swamped by creatures and no way to find a safe place to heal since I can't get away from them and find a door that isn't broken to close. Plus I have very little equipment and have only gotten as high as level 3 once while still on the first level.
Hehe, you're a Codexer? Do you post there? Or did you just stumble upon the thread?
I can agree that the spawn rate is a bit much.
I'll ask the same question here as there;
Is it the initial amount of monsters, or the rate at which they spawn during exploration that you find too high (or both?)
I noticed that I can't seem to move from enemies while they are attacking me. Particularly trying to move diagonally away from them or between to enemies. I can never seem to move diagonally between them.
I'm not sure what you mean here. Are you saying that the game literally refuses to let you take a step away from them? I'm a little confused and worried.
Maybe some other traits that could be picked would be specific melee weapon proficiency like bladed, blunt, pointed, etc.
Yes that post concerning more and smaller bonuses was interesting. I'll have to sketch up a revised bonus list when I find the time.
Can't wait for potions.
Me neither.
I never get a throwing knife back if it lands on something else like a doorway or a corps etc. At least not that I've noticed.
I don't think I've seen this happen. Testing it later.
Haven't been able to find anything by searching yet. Is there anything to find implemented yet?
The search button is more like a wait button (that's all it does, you wait for 10 turns). But the character searches for traps and hidden doors every turn just like when you walk around normally.
So its primary use is when you have good reason to think there is a hidden door in a certain spot, you can press 's' instead of '5 5 5 5 5 5 5 5 5 5'.
It's also good for waiting out things like blindness, or waiting for a corpse to rise again.
Could you please elaborate on the effects of insanity? I can't seem to figure out what it does.
I could to that, but first let me ask you, did you read the "Insanity" section in the manual?