Yep, we got munchkinism, there's even rare super-swords one can get from altar-of-war sacrificing reaction. It's Deon's mod.
You're right, it is his mod. (And an amazing mod, it is!) As such, Deon is free to do with it as he sees fit. I was just voicing my concern over what I saw as development towards more "hardcore" players, which may further disappoint and distance some players like myself who don't need that much of a challenge.
The rare super-sword thing doesn't bother me because it's rare. In fact, I think the altar sacrificing thing is another cool idea - it reminds me of all the cool alter sacrifice stuff in
ADoM. I only wish Genesis had more ADoM-like stuff, like the use of holy water to bless items, magic scrolls, and the drinking from magic pools. (Though, I have read that Toady plans to eventually take DF towards a more magical/fantasy bent.)
Big forest fire is annoying, but sometimes EPIC. I do want some random explosions, hmm perhaps a 2% chance in workshop X for a poison puddle to be produced...
As I said, it seems we want different things out of DF. The first time can be fun as a novelty. But I see annoying as very bad in a game - something for relaxing and entertainment, not frustration.
Balor... the megabeasts Should Not die of "ten dwarves punch it a lot". (might be a major flaw somewhere in the punching combat coding, or dwarf strength.)
Are you saying that 10 Steel Dwarves who are all Legendary in Wrestling should not be able to kill or disable a megabeast ? o_O Let's put it another way, if there were ten dwarven equivalents to Chuck Norris or Bruce Lee, should they be able to incapacitate a megabeast?
I find vanilla DF's megabeasts too puny.
Perhaps in vanilla several of them could have used a slight boost. But I think that if megabeasts still seem puny in Genesis, after being beefed-up, it's only because all the other races and critters are
even more beefy.
And ridiculous that a wooden cage trap gets a dragon/wyvern. (Toady made all random-generated megabeasts trap-avoiding!)
I can't argue with the rediculousness of a dragon/wyvern being trapped in a cage made of
wood. However, I really want to be able to trap them with cages and I see no logical reason why a trap of, say, red steel or adamantium shouldn't be able to hold them. (What castle could be considered complete without a dragon in the dungeon? For that matter, I'd love to be able to
breed them!) IMO, to have megabeasts set to trap-avoiding really hurts the usefulness of traps. Megabeasts can be hard enough to deal with even when traps are able to hurt them slightly.
Most animals in vanilla are all the same default speed, so horse and rat and ogre are the same speed. And dwarves outrun running-optimized mammals like deer.
IMO, having dwarves outrun animals like deer seems silly. But then, the speed of critters is not what bothers me - even if running away is a valid strategy for survival. (For that matter, I would find it ridiculous for an herbivore such as elk or deer go out of its way to attack an adventurer or dwarf. They can and do attack, but this is rare without provocation.) However, it
does concern me that you are adding a high degree of skill in Wrestling to animals just so they can avoid being
pinned. Should Wrestling be considered an obsolete skill? What do you have against Wrestlers?
Current Genesis looks like hardcore edition to me, especially if one sets the siege triggers to low (made 100k wealth -> siege). Hardest factor might be how often sieges come, at worst might have four civs sieging you and then the orcs come and try to sell you cheese.
Yes, I see the current Genesis as Hardcore Edition as well. Hence my problem. But it's nice to know we can alleviate this somewhat by adjusting things like siege triggers. (Now, if I can only figure out
how to adjust those things...)
I suppose it would be easy to make a patch file that changes all the dwarves to be stronger faster more durable, thus making all fort-defending 2-3 times easier. All dwarves to steel caste, easy version done.
But that's just a simple fix, not a solution. That still wouldn't address the underlying balance issues. And doing that would make certain opponents, such as Sylvan elves, complete pushovers again (even with their Ironwood weapons).
I still want the Elk to be deadlier in combat than the Deer, the tiger to bite better than the cheetah, and the Cave Ogre to punch and wrestle better than the outdoors Ogre.
All that sounds good to me, as long as the difference is kept reasonable. (It can be easy to get carried away making opponents more dangerous.)
Same stuff with all other kinds of games.
For example in pnp games you can minmax and be an unstoppable broken beyond repair war machine or you can be a 'normal' adventurer.
Interesting. I've never had the experience of playing a pen-n-paper RPG where any player was an unstoppable war machine. In fact, all my PnP experience was of players getting easily butchered by overpowered opponents, dying "heroically" (i.e., prematurely) before they reached level 5, simply to satisfy the whims of the GMs. (They
admitted that they planned it this way on purpose - for fun.) It didn't seem to matter squat what game was played or who the GM was, either.
With a PnP, the difficulty is almost completely controlled by the GM. The player controls the actions of their character and makes choices in character creation, but beyond that (and pi$$ing off the GM), it's out of their hands. Many modern PC and console games today have difficulty settings in an options screen.
There are some difficulty adjustments possible in DF by the choices made in setting up the world and on the embark screen. And, true enough, certain strategies and knowledge can make things a bit easier - more likely for their adventurer/fortress to survive. But to make it even more difficult or easier would require going "under the hood", making changes to files and/or installing mods. Installing one major mod in DF is complicated enough for some players, but to install a bunch of mods and get them to work together is often a major challenge - esp. without the know-how and experience.
In the end, you've still got human intelligence and you're capable of fully using all kinds of unconventional tactics and the AI is just what it is, artificial. No creative thinking whatsoever.
I do not have issue with how DF has to compensate for lackluster AI by swarms of enemies and over-the-top stats and powers. As you implied, that's true for all [PC and console] games. Rather, I'm saying that by going the "Hardcore" route the current Genesis Mod demands that players be even more creative with strategy (and
lucky) than with vanilla DF. That's fine for those who are experienced enough to anticipate such things and know what to do. (Or who don't find restarting to be that big of a deal.) But for the
inexperienced, even a seemingly small mistake can ruin a perfectly good adventurer/fort. And that can be esp. frustrating for new players.
I've never seen their [Obsidian dwarves'] firebreath effect anything but grass...
All it results in is every genesis mod fort having an outdoors that's constantly reduced to ashes...
After the initial novelty of the dramatic imagery, it becomes more annoying than anything.
I do agree about fire-spitting dwarves. I HATE how they burn the map. That's why I've switched them off (deleted their caste).
OK, maybe they're not overpowered. But it seems a lot of Genesis players find Obsidian dwarves to be very annoying. So...
how can we turn them off?
For that matter - since it seems Hardcore Genesis is here to stay - I'd really like to know
how to
replace all the creatures, castes and races from Genesis with vanilla stuff. From what I've read it seems more complicated that merely copying all the "creature_" files from the vanilla DF .ZIP file. Even if doing this requires something like two dozen detailed steps and two hours of work, I'd want to do this.