Random 1.6.x thoughts
Posted: Wed Dec 04, 2019 1:15 am
Just a few thoughts from playing 1.6 for a while (thru 1.6.4, for future reference). Mosty small random stuff that I notice while I'm playing.
Good stuff:
Good stuff:
- I like the increased light radius on lanterns; makes it a lot easier to cope if you don't find Summertide Phial or a bright lantern.
- I like the increased carrying capacity; so far, at least, it's pretty much completely eliminated the need to scrounge up a temporary "storage vault" to stow my collection of souvenir artifacts until I can get to the fortress.
- I like the new effects on some of the artifacts. In particular, back when DG was eventing Demonic Soul on the anniversary of the Ashes release, the interaction between its effect and Cloud Caller's new effect was amusing.
- What happened to psychoportation torques? They were basically the only source of teleportation available to antimagic characters (possibly barring some obscure artifact that drops so rarely that I can't even remember it off the top of my head).
- Some of the bosses are still doing way too much damage. Subject Z recently hit my level 17 Ogre Wyrmic for ~80% max life in a single turn, multiple times during the fight. That's just not on. I had a pretty solid zone order worked out before (lost merchant between Sandworm Lair and Old Forest, Halfling Ruins and Tempest Peak between Maze and Daikara) that kept up well with my progressing character strength; nowadays, though, I'm relieved if I find a source of water breathing before having to rescue the lost mrechant to get one, and after a few utter curbstomps, it's looking like I'm going to have to add Halfling Ruins and Tempest Peak to my "too deadly; never do" list alongside the Halloween event zone (and no more Wild-Gift/Fungus for my summoners is really gonna hurt…).