Attnam / ivan

Iter Vehemens ad Necem - a continuation of the graphical roguelike by members of http://attnam.com
GNU General Public License v2.0
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Some options make the game easier, therefore some info about them should be shown at the high score list (even if like a code/bitFlag). #594

Open AquariusPower opened 4 years ago

AquariusPower commented 4 years ago

configsystem::AddOption(fsCategory,&HoldPosMaxDist); the pet will not move away crazly, it will stay wher you lost it, being easy to be found again

configsystem::AddOption(fsCategory,&AutoDropLeftOvers); you dont have to waste a turn to drop trash

configsystem::AddOption(fsCategory,&ShowGodInfo); not remembering last god's reaction to pray or offer would be a problem, this is just a way to help us not have to take a manual note for each gods reaction, doesnt make the game easier if you already take notes (despite I believe no one does lol!)

configsystem::AddOption(fsCategory,&EnhancedLights); this let us see much far away, is more like natural light, but make things easier

configsystem::AddOption(fsCategory,&DistLimitMagicMushrooms); this can make the dungeon less crowded and perilous

configsystem::AddOption(fsCategory,&AutoPickupThrownItems); you wont spend a turn to pickup things

configsystem::AddOption(fsCategory,&AutoPickUpMatching); you wont spend a turn to pickup things

configsystem::AddOption(fsCategory,&DropBeforeOffering); you wont spend a turn after offering to drop things (yep it is after...)

configsystem::AddOption(fsCategory,&OverloadedFight); I always thought it strange/weird we couldnt move our arms while overloaded, so I added this option too.

red-kangaroo commented 4 years ago

HoldPosMaxDist, AutoDropLeftOvers, ShowGodInfo, AutoPickupThrownItems, AutoPickUpMatching, DropBeforeOffering

I don't think these need to be considered. They are more QoL improvements and I don't think they really change the difficulty.

EnhancedLights, DistLimitMagicMushrooms

These are both great options (especially EnhancedLights), but I agree they might make the game a bit easier and it wouldn't be bad to note them.

OverloadedFight

This is a big difference, IMHO. I see why you'd change it, but I'd rather make it a full-on change, if everyone agrees, than only an option. Being unable to move from place is already a huge penalty, I think allowing the player to attack (encumbrance already decreases to-hit, doesn't it?) is OK.

AquariusPower commented 4 years ago

OverloadedFight

This is a big difference, IMHO. I see why you'd change it, but I'd rather make it a full-on change, if everyone agrees, than only an option. Being unable to move from place is already a huge penalty, I think allowing the player to attack (encumbrance already decreases to-hit, doesn't it?) is OK.

after a bit I thought why we could not, probably because we shouldnt be able to kick, but then, overload should only prevent kicking, not everything else and if doesn't affect dodge, it should... actually completely deny dodging ;)