Sure, I pestered the folks on the chat by consulting the more experienced players every time I was about to do something dangerous, but my carefulness did indeed bear fruit.
Now, a year later, I'm not completely sure if I like the direction the developement has headed. Of course, it's a constant process and it takes a while for newly implemented stuff gets balanced, but all in all it feels like ToME4 now has a different philosophy regarding difficulty and safety... I don't know why this is, but my guess is that it is because ToME4 has become more popular among more casual players while it was mostly played by fans of Angband and other roguelikes before.
It seems like most players nowdays see Adventure as the "default" difficulty level and Roguelike as a challenge mode aimed only at the nerdiest folks. Because Darkgod is such a great developer that actually listens to the input of the players, the shift from Roguelike to Adventure as the most popular difficulty level probably means the he doesn't get enough complains about unavoidble deaths, which results in ToME4 being a little more aimed to players who have more than one life. Of course it's not like Darkgod has forgotten the Roguelike players, but I guess the most vocal group of players with one life really are a bit nerdier (and simply better) today. I imagine this has led to polarization among the players, the skill gap between more casual Adventure players and hardcore Roguelike players is perhaps bigger today. And I, a Roguelike player who likes to plan ahead and be careful, but probably is much less skilled than the average person with only one life.
Here is a short list on things that have been changed since b23 that IMO makes deaths much harder to avoid, even if you carefully plan the more dangerous things that you do:
- Random bosses. From what I hear they can sometimes be totally unfair
- Adventurer parties. From what I hear, you can start in the line of sight of dangerous archers and mages when dealing with those. Ouch.
- No renewable source of item drops. Unless you like risking your life to the two things I just mentioned in the form of Adventurer encounters and Farportals.
- Stair scumming has been made much harder. I personally didn't think the ability to stairscum hurted the game that I won. Already in b23, I felt that the game punished players who made cheesy stair tactics part of their playstyle. You couldn't stairscum in the end game, and while you could do it earlier the game could throw in some really nasty suprises if you relied on it. I learned that the hard way thanks to a couple of near death experiences. For example the Mark of the Spellblaze corruptors teleported me away from the safety of the stairs, others enemies could achive similar results by using knockback. The stairs back were also missing in some of the more intense fights every now and then, like temporal rift, shadowy crypt and the tower that you enter before you can go to the East the second time. And, even when you could safely stairscum I still think the game punished you for doing it, as playing like that gave you a false sense of security and hindered you from develop playing skills that were going to be crucial for surviving the end game. But still, I liked the freedom of having the option to stairscum.
- You can no longer hide from the orc patrols at dungeon entrances and so on. The patrols in the East were bad enough even when you could hide. My archer didn't really have problems surviving them if I took careful measures to make the battles as well-prepared as possible. But having to be so careful just to not risk your life in a world map encounter was very, very tedious! And I think other classes could have an even harder time when trying to handle orc patrols in a safe way.
- Lots of players complain about confusion being too deliberating and hard to find protective gear against. Maybe that was the cause in b23 too, but I did at least feel safe. As soon as confusion started to become more common (read: Daikara) I had good protection. When I still got confused, I could cure myself with a Wild Infusion or just wait the confusion out. By the end of the game I had had 100% immunity for a long time.
- By the end of the game, I was actually immune to pretty much every threat worth mentioning and highly resistant to most kinds of damage. I think I sometimes worried a bit about me not being able to be fully immune to knockback, pin, teleporting and disarm at the same time, but it was very, very rare for me to suffer from those kinds of deliberation. I don't think I ever got forcibly teleported after coming to the East for the first time and I hardly ever got pinned. I got disarmed a couple of times at High Peak though, something I remember I felt rather threatened and unsafe by. But as I said, I could become fully or mostly immune to those three effects too, just not at the same time without having to take of equipment that I really liked. Very late into the game, during the High Peak, I did swap equipment a bit to match my resistances according to the situation. I don't know how well-protected an endgame character in b38 usually gets, but in b23 I didn't feel completely comfortable with my Healing, Shield and Regeneration inscriptions. so I farmed the Old Forest a short while after clearing all other places except High Peak. There I found great Regeneration and Shield, and something much better than a Healing inscription: A Wand of Healing! That wand, together with another wand of Teleport, saved my life during the final boss battle (would I have been without them, it is possible the extra life from Ring of the Dead would have saved me instead but it is possible that hadn't been enough and I had lost the final fight)! Having those wands avalible was like having a Teleport Rune and a Heal Infusion avalible without cooldown and without taking up any inscription slots. That gave me the possibilty of using movement infusions for the first part of the boss battle, where you had to move swiftly to stop the tables being turned against you in the battle. After that, I could focus on Speed and Protection runes, Regen and Wild Infusions and so on. All my incription slots were crucial to my victory.
- Speaking of saved inscription slots, I had a pair of artifact shoes, Eden's Guile, that gave me an insane speed bonus based on my Cunning (which I raised to very high levels just because of those shoes!). I think the shoes doubled my global speed or something like that. And when the shoes were recharging I used speed runes instead.
With my quick bow of extra speed and Aim actually increasing the firing rate in b23 made me able to fire off six arrows each and every single turn when I was speeded! That the speed bonus to Aim was probably an unintentional exploit (Rapid Shot would in turn slow down your rate of fire and was thus completely useless!), but using it I don't really hinder me from feeling that my win was legit. As there were also bugs who worked against me (the worthlessness of Rapid Shot and the Alchemist monster part quests not working) I felt okay with reaping the benefits from the Aim bug. I think it would have felt cheaper if someone on the chat had introduced the exploit to me, but as I actually managed find the good bug myself it felt more like my curious and cautionous playstyle bore fruit and rewarded me with a secret super skill!
Sorry for the overtly long post, it recalled so sweet memories that I got carried away! I hope that you don't misunderstand the post and think I'm some kind of bitter "old school is always best" geek or that I look down on players not playing on Roguelike difficulty. I just give my opinons of the game, and I do think Darkgod has done a great job with his constant updates. Now that I have shared my opinion regerding the unfair deaths and unfair ways to cheese yourself to victory, I also want to say that in general, the changes since v23 has been for the better.
What do you think? Am I right in my estimate that a larger portion of the players are playing on Adventure today compared to a year ago, and that the game is more suitable to be played on Adventure nowdays, if you want your precious high level characters to have a reliable path to victory without having to be that afraid of losing them to inescapable dangers? Is this okay, or do you share my opionion that you should be able to win every game even on roguelike if you play carefully?