Been playing Yeeks(mostly summoners, but other classes)after unlocking them, and enjoying it(they're awesome, way better than the yeeks of T2 and *bands)
Although I think some things could be improved...
CHANGE ID
Yeeks suffer a lot from the lack of ID, which makes their areas awkard.
Either give them an orb equivalent - as a talent, which maybe gets weaker when on Maj'El so they still need to get the Orb to ID there - *OR* make everyone start with the Orb(which I'd prefer personally.
NERF YAECHS A BIT
They need to be nerfed a bit, their stats are quite high for yeeks. The ones with mindhook - hunters - are particularly dangerous.
REMOVE THE SUMMONER'S STAFF
As a Yeek Summoner(a fairly obvious combination), I didn't get to spend stat points at level 1...and I actually had only 2 at level 2, as a consequence of autospending to equip equipment at birth.
So.. Summoners shouldn't start with that silly staff which requires Mag 11 to equip. Starting barehanded would be perfectly fine with me.
NERF TRAPS *OR* MAKE THE TRAPS IN MURGOL'S LAIR WEAKER
These traps deal a crazy amount of damage for a yeek, like 100+. I think you didn't nerf trap damage this release, and that might be intentional, but still.
As an alternative: allow different levels for traps, npcs and loot in each zone, so an area can have weak traps but strong monsters or the reverse.
Some yeek-inspired ideas
Moderator: Moderator
Some yeek-inspired ideas
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system