raekuul wrote: ↑Yesterday, 12:48
I actually would love to see the gold nerf and monster adjustments as separate options, but I'm not sure how much extra work would go into disentangling the two.
Probably not that much, but it would require me to either add a separate set of buttons somewhere, or use .ini files or something, and I don't want either, mostly for aesthetic reasons. It's not that hard for the players to switch difficulty, and in late game killing everything with teacher and instructor and then looting with factor and banker is the optimal play anyway.
Sorry, I was meaning to reply to that post (and the one after it), but I got caught in the tempo of the latest discussion. Jump, and monster AI in general, would benefit from improved pathfinding, but it's a lot of work! My best bet is to steal the code Merge uses, but I'm not even sure it's compatible with MM7. For now, indeed, monsters may jump right into walls and pits, but I don't see an easy way to fix that in particular.
raekuul wrote: ↑24 Mar 2025, 12:53
But outside of priests and archers the 2nd promotions were never at parity with each other
Actually a great point, I ought to scale class power with promotion difficulty somewhat. Rangers in particular are fairly strong now, but with a laughably easy first promotion (maybe that's why they were a joke in vanilla?) If I move away from restricting all master skills behind a promotion, doing that selectively could provide an opportunity to balance things a bit.
Lone_Wolf wrote: ↑Yesterday, 14:45
In the Pit & Celeste I donated in the twmples, but reputation didn't change .
Is this because they are not considered regions but dungeons that share rep with deyja/bracada ?
Indeed they do. You should have already had 5 or more rep if you donated to surface temples before.