
Dunno about the traps I never had much trouble with them here.
Yes the minotaur is a nasty bastard.
Maybe the maze should be more optional ala elven ruins and be replaced with a "saner" zone ? I have some that I did not implement.
Humm
Maybe I can elevate amon sul to be in the same tier as the lair and the old forest, make he trollshaws the starting zone and create a new second starting zone ?
Oh also remember this is only the first par of the game there is a whole continent full of stuff to be made.
Anyway my real goal was not to prove levelign monsters is neat but rather thsi one point:
To ensure that at any given level the player has a choice of where to go.
This obviously fails a bit since you have to visit most of it anyway.
It isn't that I consider many talents "useless" as they are, it's that they do not synergize in a way that justifies the levelling mechanic you currently have going. To be able to keep up in this kind of arms race you have to specialize by necessity. Diversifying your skillset is punished by the levelling mechanic because you will be that much weaker for trying out something new instead of improving your already strong abilities to be even stronger, in order to keep up with the steadily improving enemies. This results in a boring game with lots of mechanics that are never needed or used, because they don't strictly make you stronger.
Again, I do not see the difference, If you are too weak for where you should be you come back to an earlier zone or level no ?Now, how would this differ in a level-per-depth game instead? On the first glance it would seem there is no difference at all, right? After all, the monsters still get stronger. Well, yes, but they get stronger based on how far you've progressed in the game, not how far you've progressed in reaching maximum level. In a regular roguelike, a gimped character can still progress. He'll be at a lower depth that he would normally be, given his level, and he'll have to grind a bit more, but he can still progress. In the current levelling system, he will eventually be unable to progress at all, because the monsters on the next level WILL be as strong as he should be (not as strong as he actually is), and going somewhere else is not an option as all dungeons in their tier are effectively the same.
We can all agree the current "steps" are too big, so in the event they are smaller, with zones having a level range of only 5 levels, it works exactly the same no ?
PS: At level 4 in next beta with just 20 cunning you'll get a radius 5 "infravision" for just 1 talent point, should make unlit areas much more bearable