owl905 wrote:1. A 'final score/achievement' screen and an auto-save of the characters at game-run completion.
5. Add A warning that one or more characters is named "New Prisoner" - same option as the incomplete points distribution warning
6. Skip the exterior stuff (it will add a lot more weight to the game than any value it brings). But add textures that increase the range of interior designs - natural tunnels, caverns, crypts, lava, water, fog,and ice-pits
These are good ideas.
owl905 wrote:2. Start a new run with the option to use those built-up characters (no equipment or inventory) retaining the Toorum choice
Mages and Unarmed characters would be overpowered from the get go, and other characters would be overpowered, once they found a weapon related to their skill. You would be able to literally breeze your way through the game, and perhaps become level 15 along the way. Unless a really easy game is what you after (after already completing the game), I don't see the use.
owl905 wrote:3. Random level shuffling options on second+ game-runs on (trapdoors would have funny surprises), for levels 2 to 8
This could lead to lots of problems, especially considering the pits.
owl905 wrote:4. Make the "Skilled" attribute part of the base creation process
Do you mean that everyone would start with 3 more skillpoints? Isn't that taking an option away, instead of adding an option to the game?
owl905 wrote:7. Add some kind of bonus ability/attribute to possession of Treasures (aternative, make them impossible to pick up and treat them like a one-time skill-point book)
What's the reasoning behind this? Treasures are items of value, not items that assist you in combat.
I can see that being able to pick them up and carry them around might confuse the casual player, since they have zero use whatsoever, and experienced players would drop them immediately again due to this zero use, but taking weight/an inventory slot. It could be useful to make them disappear after picking up, like you're carrying them with you, but they don't show up/cost weight. I don't really think it's necessary, though, and it would be a problem if they would have some use in a later game, like an NPC that will trade you some items for the treasures.
owl905 wrote:8. Tooltip for rune selection that states the spell, sticky a selected spell so it doesn't need rebuilding every turn
9. Runeshelf should start empty and fill in as scrolls are found (a self-educating rune system)
Then you can't discover the spells yourself. Some spells don't even have a scroll available to them, requiring you to deduct their rune combination from other, similar spells. Besides, if rune clicking wasn't the intention, they could've just used a list of spells and forget about the runes altogether.
What could possibly be nice is if you could place a scroll in your hand to quick-cast that specific spell without having to click the runes. It wouldn't actually provide any bonuses over clicking an empty hand and clicking the runes, except that it's a little quicker. And it's a hand in which you can't hold an orb/staff/torch/throwing weapon, and cannot be used to cast other spells until you remove the scroll. You would still need the required skill level to pull it off.
owl905 wrote:10. Buttons in the alcoves at the start of Level 1 - dispenses one of food, ingredients, torches, rocks
There are a zillion Torches in the game. Why do you need more? The rest is supposed to only be available in a limited quantity. If you aim at the casual player, they will think they need this and have weight problems starting at level 1. Not really a good thing.
owl905 wrote:11. Party death on the first eight levels should re-awaken a barely alive party at the start of Level 1
This could be done, but wouldn't it quickly get annoying? Most players would load if they died, or be so annoyed that they would rather close the game. Those that do think "Sure, let's start over with a different party." probably want to customize it a little different.
owl905 wrote:12. Custom character building - choose 6 attributes - Spellcraft, Armour, Athletics, 4 magic (as is, prereq Spellcraft); CombatCraft (replaces Staff Defence/Dodge, Assassin), Weapons - Poles, Bashers, Blades, Ranged (requires Combatcraft); Aura (alchemy plus resistance plus pack mule)
Making Alchemy require a skill would either:
- Force players to spec into an otherwise useless skill, if Alchemy was required to beat the game, or
- Make all Alchemy ingredients and all recipe scrolls useless if none of your characters took the skill.
Also, what's the point of Skills requiring other skills? With 6 skill slots and probably only 2 skills you're going to put points in, requiring to choose another skill as well has practically zero impact.
Also, it would mean my mages could just walk around in Heavy Armor without too much problems...