David Ploog <dpl...@mi.fu-berlin.de> wrote:
> * Ashenzari
>   https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:ashenzari
>   God is playable. XP boost needs to go. We still need to devise what
>   cursed items should do (beyond piety). (Adam and I can manage, I think)

Can the answer please be "exactly what they do to everyone else"?
There seems to be a very, very strong pull to make Ashenzari powerful
and interactive rather than bound and cursed, and I'd like to speak
out against it. If Ash needs more interesting behavior, let's think of
some that doesn't involve divine intervention in the physical world.
(I'll be glad to help; are there any known requirements that are
driving this idea? I've got some possible ideas, but I don't want to
randomly speculate in the absence of requirements.)

Oh, and also, a very minor point: the altar description (last I
looked) includes a timeline for Ashenzari's curse; the phrase
"centuries ago" should not be there (and I'd say that the "when"
should also go). I suggested an alternative on the wiki, but it hasn't
been responded to in any obvious way. (The god description itself says
he's eternally cursed, which would contradict a cursing at some time;
and we don't want in general to do more than HINT at a backstory.)

> * Baileys (I'll balance them before release)

Mix with equal amounts of vodka and kahlua. Stir with ice; serve.

> * Feature mimics
>   Currently, players can (and perhaps do?) throw rocks at features. This
>   is bad; feature mimics should not react to ranged attacks (in particular
>   take no damage). They should only attack in melee range.

I would think that a persistent attack should be met by an annoyed
response from the mimic. Yes, a mere token lob shouldn't always force
a reveal; but if the player's obviously TRYING to make the mimic
reveal (and they obviously know it's there), I don't see why they
shouldn't be rewarded. Also, I don't think it's bad to make them
vulnerable to ranged attack; why not?

> David
-Wm

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