Difficulty
Re: Difficulty
Just changed my mind: I think I WILL go "Ironmode", after all, but without the One-Touch-Only-Options. This would be too much for a first time playthrough. But I like the feeling of getting trapped in a dungeon, and the only way to save my progress, is getting out of there. Adds a bit of Survival-Horror, and actually makes my decisions more meaningful.
Re: Difficulty
I know this... what I meant is you can't circle them quickly. I found myself taking damage with Toorum, just to speed things up, which was more fun. I forgot about scavengers, with them you need to run back 2 or 3 squares and often run out of room, which makes them pretty good.minmay wrote:You can fight slimes risk-free if you have an empty 2x2 square
I liked your willow wisps in Lost Halls of the Drinn, that was pretty balanced and I liked how they were one hit wonders. What I mean is some weak monster that stick you to the spot and drains you a bit. The best rooms for fights is so far is where you have to back into a confined space. Cursed Legion in the first pit with snails (although you can just run for it) or the fighters challenge in log1.
One mod that attempted to make many spots fair was Castle Ringfort, you actually had to run from the first level and eventually part of the second, but I cheated and reloaded the first until I killed a spider alone. There were rooms in that mod (and some others) you had to run into unexplored map to the end to escape being surrounded, this does not happen enough. He actually turned fights into puzzles.
p.s. you can actually fight 2 ice lizards at once in a 3x3 square as they just follow each other like a train.... maybe 3 in a 4x4 square. log1 ran out of ideas when it just packed them all in like that, getting past or fighting them on hard just became save/reload/luck and hoping for 1v1 lasting long enough.
Imagine if monsters dodged, lol, weaker monsters that dodge and hunt you like animals do in nature by surrounding would be more realistic (a lot of code for that I suppose).