

I can commend them for some changes, such as getting rid of monster-induced item destruction (which largely resulted in obligating the knowledgeable player to do annoying interface dances) and starting to provide more information about what monsters do.. but I don't think they've gone far enough on what info they provide yet, and they still refuse to fix some ridiculous things like the utter tediousness of the Abyss.
Anyway, enough about DCSS.

Snuff Out is really fun.



Breath skills are tough to use, and they are tough to tweak AI for too. Basically, the AI hates "wasting" AEs and it also hates "wasting" cooldown abilities. What it ends up working out to in a breath attack's case is, the AI probably won't use it unless it's going to hit 3+ targets. Some mitigating factors can change this however: AIs at low health stop caring much about wasting cooldowns, for example, and AIs always love to land killing blows if possible, for another example.
Orb/Mind/Frost is a solid start. I suppose in theory zombies would be an issue, but zombies are never really an issue, and not much else naturally resists both Ice and Mind.

Sorry you never caught uniques to use the Golds with.


Low Profile shouldn't be letting enemies shoot over allies... however, any Dodge/Miss result (not just a Dodge caused by Low Profile specifically) allows a projectile to continue, so if your allies had other Dodge abilities or high Agility, those would still let projectiles through.
Chain "kill 1 enemy quickly" capturing probably needs to go. It gets used like this with Haietliks and Zombies too. I have a small system idea for stopping it... but I loathe adding even a small system just to address a problem with 3 captureables.

Thank you very, very much for the feedback about the new maps/encounter system.


As for what stats do what and where:
If it does damage (including instant death) it will check Strength or Magic depending on whether it is Slash/Impact/Pierce or Fire/Ice/Elec/Body/Mind/Light/Dark. Note: No stat reduces damage taken for the target.
If it applies any kind of effect other than immediate direct damage or instant death it checks the user's Cunning, and is resisted by the target's Vitality.
Both of these rules apply regardless of the composition of the ability. Infectious Bite checks Strength for the damage and Cunning for the chance to Infect. If Blood Rot triggers, that also checks Cunning.
Some other things worth noting:
* Level is a significant factor in damage & healing dealt.
* Items ignore all stats... both the attacker's and the defender's. However, they tend to have unusually high Power and chances to land status effects, in effect making them act like abilities used by very high Strength/Magic/Cunning characters, regardless of the actual stats of the user. (Resistances and Heroic Defense still apply, however.)