The ability to designate ramps from above is kind of nice, but designating them from below isn't that crazy, once you get used to the Z-axis (which you need to do anyway), and not being able to designate true channels at all is greatly frustrating.
Channeling into ramps adds realism and balance to dwarf fortress. If you want to channel, you need to get into the pit you dug and dig it out yourself. It prevents you from quickly digging a trench to block an enemy from approaching.
There's no way you would need to dig up this much earth just to make a square hole without trapping yourself. Yes the scale is a little wonky, but a tile is more than large enough to allow for all the things you'd need to do. I've dug channels about that size, and with minimal foresight you can dig downward without trapping yourself, so long as there isn't any lava spilling in from the side (which is still pretty silly, even with the new way). I think it's safe to say the limitation that you can bore strait down one level, but not two, was more than adequately balanced and far more realistic.
If you want channeling a moat to take longer, you make it take longer, not convolute the process like this. When you dig a channel, you work from the top down, you don't dig a tunnel and then remove the roof. That would be inefficient and unsafe.
If you want moats that actually stop invasions to require more labor and engineering, give invaders the means to ignore irrigation ditches.
It also makes channeling out a large area easier as you have ramps to move up to a spot you missed.
This is actually kind of nice, as I can designate entire pools at once, and there are escape ramps all around, making for decent swimming ponds, but this is absolutely monstrous for any sort of indoor well. I can't dig wells down through rooms I haven't layed out yet, as if they are too close to a wall, I'll get unsightly ramps that screw up my defensive chokepoints, by linking floors in ways that I don't endorse(There's always a well in the guardrooms by the entrance). This same problem crops up when I try to designate open topped rooms from above, as I have to leave extra room around the edges and do a bunch of extra detailing on the walls.
If a tile is large enough to hold a dwarf, then all of this extra hassle should be abstracted in the smoothing labor. I shouldn't have to go through three separate stages of designation just to get a square hole in the ground, from a race of troglodyte miners.
Do we know that this is a working-as-intended balance issue? Because the removal of channels seems fairly sudden and arbitrary to me. The game has always been fairly dramatically unbalanced. These occasional nods in the direction of balance, like beds needing to be made of wood or being unable to dig channels and so on, seem kind of disingenuous when compared to gatling-gun crossbows, armies filled with legendary comedians/pump operators, and moats full of carp. In fact I think I'd be happier with the rationale of "just because" than some ad-hoc argument in favor of "balance."
Some of those issues were actually addressed in this release, but there was no mention of this change before roll out, and I don't think this is working exactly as intended. What's the goal? --Make ditch digging less intuitive and realistic, for no readily apparent gains in balance? --Make it so dwarves can't flatten cliff sides conveniently, making living rock castles more of a hassle?
Where is the benefit? This doesn't make the game more challenging, as much as it makes the interface more of a pain, as you have to designate everything twice, if you want it to look good, and finagle the ends of your ditches in ways that increase the chances of floodgate installers trapping themselves.
I'd be happy with it if the ramps were removable from above- it's very annoying to have submerged ramps left that I can't get rid of when channeling down into water filled areas.
I don't think
happy is quite a word that I would use, but I would accept this as a not-completely-insane solution. Blood, even if we couldn't make channels out of ramp/ditches if they were full of water, I would take this over what we have, right now.
Qloos, gets his harder to make moats, Name Lips gets assurance that this is a thought out gameplay change and not a bug that people seem prepared to welcome as an undocumented and poorly thought out feature. I still have to designate my rooms twice when working from above, but at least I don't trap my miners in the cisterns and goblin pits.
We need a way to remove ramps from above anyway. This handily removed the issue of stones being left behind in channels.
Even Pilsu agrees with us(mark your calenders).
There are times when I want stones left in a channel, but more often than not, they are just going to be under seven layers of running water. Why let them waste memory? I think this is an acceptable sacrifice, especially since removing ramps from above will reduce the amount of mountain I waste when carving a castle out of living rock (the way a proper dwarf should).