I'd like to get some more feedback on the Abyss in hopes of sneaking it into 0.9. The morphing behavior needs some tuning, and the state needs to be persisted between save games. Beyond that, I think it's as playable (if not more so) than the existing Abyss.
Brendan On Mon, Jun 27, 2011 at 3:56 PM, Raphael Langella <raphael.lange...@gmail.com> wrote: > First, we won't get rid of victory dancing in 0.9. I couldn't code it in > time. But HP has been rebalanced, and skill cost does not depend on skill > order anymore, so now, the road is clear to implement it for 0.10. > Anyway, there is still a few balance changes that I think should be made > before we freeze. First, let's recap the more important ones: > * Base HP has been boosted starting at XL13. The growth used to slow down, > now it's linear all the way to XL27. HP from fighting reduced and scaled to > species HP. Big nerf to frail species with high fighting like SpBe. > * tornado's damage has been reduced by about 40% (and recently changed to > conj/air). > * skill costs (how many XP for a skill point) are no more dependent on skill > level. I ran a few skill training simulations, and it doesn't seem to break > the balance. It mostly changes the mid-game where low level skills are a bit > more expensive and high level ones a bit cheaper. So it's a slight nerf to > generalists and a slight boost to specialists. There was also a special case > to make magic schools cheaper in the early game. This has been removed, > slightly nerfing early game casters. > > The best players have reported that to reliably beat D:1, advanced pillar > dancing techniques were often needed. Knowledge of the energy randomisation > system and how to abuse it doesn't seem like the most interesting skill for > a good crawl player. We can change the randomisation, but more importantly, > we can start by making it less relevant. So it has been suggested to raise > initial HP. > I suggest we give +3HP to everyone. It's a bigger buff for casters with > their low HP which balances out the skill training nerf. > > Then there's tornado. Adam changed it back to conj/air because he wants to > balance the spell against firestorm. From what I've heard, it still more > powerful than firestorm, so even if we were to keep the school change, it > would need a nerf. > But many of us don't want a third storm spell. Elliptic, MarvinPA and myself > (and many players) think it would be more interesting to balance it as a > pure air spell. Here is a proposal for a nerf: > * Radius increase progressively from 2 to full range. 2/3/4/5/5/5. If the > nerf is too much, give the last 2 turns a radius of 6. > * A cooldown timer of 3 turns. The time it takes for all the clouds to > dissipate. > * Change school back to pure air. > > Raphaël > > ------------------------------------------------------------------------------ > All of the data generated in your IT infrastructure is seriously valuable. > Why? It contains a definitive record of application performance, security > threats, fraudulent activity, and more. Splunk takes this data and makes > sense of it. IT sense. And common sense. > http://p.sf.net/sfu/splunk-d2d-c2 > _______________________________________________ > Crawl-ref-discuss mailing list > Crawl-ref-discuss@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss > > ------------------------------------------------------------------------------ All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2d-c2 _______________________________________________ Crawl-ref-discuss mailing list Crawl-ref-discuss@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss