Spellbook - the only difference?
Posted: Wed Jan 31, 2007 10:54 pm
The only major difference between O-DM and RTC-DM is the spellbook (well, and the secret areas and the hint oracle that advises you to use fire spells you don't have against swamp slimes).
Yet, I think, there should be a couple of other ones. I' mainly concerned with equipment issues, and spell issues.
To avoid misunderstandings, I do not suggest having different engine behaviour for the 2 dungeons, merely apply what normal dungeon mechanisms allow to do.
In the past, there have been a couple of discussions about things like left-hand stat-boosting, rabbit's foot placement and similar. Yet these have been isolated topics. In those past discussions I usually advocated a yes-allow-everything-policy. Yet, after carefully thinking it over, I come to a different suggestion. You see, in FTL-DM at least some people did use shields. In RTC I have wands/staffs for my rear artillery, and critical-hit-boosting rabbits' feet for the front guard. Why should anybody stick to shields then? And thus a very un-FTL-style way of equipping characters has evolved. Therefore I change my past suggestions:
- On the one hand, completely REMOVE left-hand-stat-boosting from all items for the O-DM dungeon and CSB, because this is how FTL-DM1 and CSB are handling this.
- On the other hand COMPLETELY and without exception, that is including swords and maces, allow it for RTC-DM and more important DM2, because this is, how the latest valid orginal FTL-release is handling this. You might never be able to do 2-weapon-fighting like in DM2, because the engine does not support this, but at least you could have the already existing dungeon mechanics allow a character to use the same equipment as he would in FTL-DM2.
- Reduce the rabbit's foot in effect, but allow it to have its effect at least when in the pouch.
This would make shields a little less superfluous.
While I like RTC's logarithmical light-handling, it does not fit into a dungeon named "Original Dungeon Master". Please allow a config and/or dungeon option, that will allow a dungeon to have a light and darkness cap. No problem if RTC handles any dungeon not specifying this cap to be handled logarithmically.
Yet, I think, there should be a couple of other ones. I' mainly concerned with equipment issues, and spell issues.
To avoid misunderstandings, I do not suggest having different engine behaviour for the 2 dungeons, merely apply what normal dungeon mechanisms allow to do.
In the past, there have been a couple of discussions about things like left-hand stat-boosting, rabbit's foot placement and similar. Yet these have been isolated topics. In those past discussions I usually advocated a yes-allow-everything-policy. Yet, after carefully thinking it over, I come to a different suggestion. You see, in FTL-DM at least some people did use shields. In RTC I have wands/staffs for my rear artillery, and critical-hit-boosting rabbits' feet for the front guard. Why should anybody stick to shields then? And thus a very un-FTL-style way of equipping characters has evolved. Therefore I change my past suggestions:
- On the one hand, completely REMOVE left-hand-stat-boosting from all items for the O-DM dungeon and CSB, because this is how FTL-DM1 and CSB are handling this.
- On the other hand COMPLETELY and without exception, that is including swords and maces, allow it for RTC-DM and more important DM2, because this is, how the latest valid orginal FTL-release is handling this. You might never be able to do 2-weapon-fighting like in DM2, because the engine does not support this, but at least you could have the already existing dungeon mechanics allow a character to use the same equipment as he would in FTL-DM2.
- Reduce the rabbit's foot in effect, but allow it to have its effect at least when in the pouch.
This would make shields a little less superfluous.
While I like RTC's logarithmical light-handling, it does not fit into a dungeon named "Original Dungeon Master". Please allow a config and/or dungeon option, that will allow a dungeon to have a light and darkness cap. No problem if RTC handles any dungeon not specifying this cap to be handled logarithmically.