From: David P. <dp...@mi...> - 2014-03-17 17:05:16
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On Sun, 16 Mar 2014, Steve Melenchuk wrote: > For those of you who get their news primarily from CRD, we're nearly > ready to branch 0.14 off of trunk Thanks for the heads up! > More to the point, I don't imagine that any huge new features will (or > should) be added before the branching occurs. Indeed: we should be polishing what's in. New content can peacefully wait until 0.15. > So, if you want to help 0.14 reach a state of stable release, go forth > and play-test (and let us know if you find things that don't seem to be > working effectively)! Well, I keep doing the broken record, because I don't get replies: 1. I made my peace with item weights in the drop list. I still would like to get rid of them in the inventory: they're unneeded there, and actually an interface regression. Here's an actual example from my current game: F - the cursed +0 scale mail of Nemelex Xobeh's Pride (worn) {+F.. (35 aum) The game forces me to jump through a hoop on this one, and it's not necessary at all. 2. The starting screens still look more threatening than they should (because of the colour changes). If you don't want to go back the old colours (but I didn't hear any opinions, in either directions), then galefury mentioned something else: we could simply not show forbidden combinations. Effectively, this gives a third colour. The crucial point for me is to use darkgrey for non-recommended choices, so as to make the screen look less overwhelming. 3. I've played more Dithmenoites, and I stand by my suggestions: * xp for spotting monsters * bonus piety for kills when the monster was still unaware (being aware once kills the flag, so you have only one try) In general, I would be very grateful if those who added or changed a feature would reply when someone asks or suggests something about it. I know you're much more eager to code than to discuss, but c-r-d is pretty pointless otherwise. Cheers, David |