{"action":"created","issue":{"url":"https://api.github.com/repos/jeremygurr/dcssca/issues/185","repository_url":"https://api.github.com/repos/jeremygurr/dcssca","labels_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/185/labels{/name}","comments_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/185/comments","events_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/185/events","html_url":"https://github.com/jeremygurr/dcssca/issues/185","id":147920795,"number":185,"title":"Kobolds rapidly evolve in the short term","user":{"login":"yrmvgh","id":16616851,"avatar_url":"https://avatars.githubusercontent.com/u/16616851?v=3","gravatar_id":"","url":"https://api.github.com/users/yrmvgh","html_url":"https://github.com/yrmvgh","followers_url":"https://api.github.com/users/yrmvgh/followers","following_url":"https://api.github.com/users/yrmvgh/following{/other_user}","gists_url":"https://api.github.com/users/yrmvgh/gists{/gist_id}","starred_url":"https://api.github.com/users/yrmvgh/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/yrmvgh/subscriptions","organizations_url":"https://api.github.com/users/yrmvgh/orgs","repos_url":"https://api.github.com/users/yrmvgh/repos","events_url":"https://api.github.com/users/yrmvgh/events{/privacy}","received_events_url":"https://api.github.com/users/yrmvgh/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":1,"created_at":"2016-04-13T01:35:45Z","updated_at":"2016-04-13T03:40:09Z","closed_at":null,"body":"While testing the new exp options. I've gone through quite a few sad, short-lived kobolds. Most of them, I don't get a chance to see them evolve.\r\n\r\nWould it be okay if Ko had \"rapidly evolve\" for a very short time? Just until they get their first positive mut, and then it downgrades to normal evolution. Or if it would be easier, have them rapidly evolve until hitting say, XL3?"},"comment":{"url":"https://api.github.com/repos/jeremygurr/dcssca/issues/comments/209213355","html_url":"https://github.com/jeremygurr/dcssca/issues/185#issuecomment-209213355","issue_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/185","id":209213355,"user":{"login":"jeremygurr","id":3094011,"avatar_url":"https://avatars.githubusercontent.com/u/3094011?v=3","gravatar_id":"","url":"https://api.github.com/users/jeremygurr","html_url":"https://github.com/jeremygurr","followers_url":"https://api.github.com/users/jeremygurr/followers","following_url":"https://api.github.com/users/jeremygurr/following{/other_user}","gists_url":"https://api.github.com/users/jeremygurr/gists{/gist_id}","starred_url":"https://api.github.com/users/jeremygurr/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/jeremygurr/subscriptions","organizations_url":"https://api.github.com/users/jeremygurr/orgs","repos_url":"https://api.github.com/users/jeremygurr/repos","events_url":"https://api.github.com/users/jeremygurr/events{/privacy}","received_events_url":"https://api.github.com/users/jeremygurr/received_events","type":"User","site_admin":false},"created_at":"2016-04-13T03:40:09Z","updated_at":"2016-04-13T03:40:09Z","body":"That would be okay, but it's likely that a better solution would come from figuring out why your kobold doesn't live long enough to get to the fun part. I've played them many times and it's a blast to see what kinds of mutations you end up with and have to deal with. \r\n\r\nMany species have fun parts of their progression that they don't get right away. This is a good thing because it forces the player to really invest in the character a bit before they get the reward, and the reward is sweeter as a result. The player also works much harder to keep that character alive, which powers the energy and thrill of the game. \r\n\r\nPersonally I think everyone should be playing on easy mode until they can beat the game consistently, preferably with all runes :). Then they should advance on to normal and hard. Once I get all my challenge features put in place (particularly rune curses, advanced identification and spellcasting, enhanced ghosts, double sided branches), even beating easy mode with all runes would be a significant challenge for all but the most elite of crawl players. \r\n\r\nWith the new experience modes it's quite possible that a flaw in the experience mode could be contributing to the problem. They are still in the alpha phase of development, so there is a lot of room for balance improvements still. As it gets more properly balanced, it shouldn't be very hard to keep a kobold alive long enough to get several mutations. \r\n\r\nIs there a particular experience mode that interests you, that you could focus on testing and helping me to balance properly? Or do you want a recommendation on what might be easiest to keep a kobold alive in? If they were properly balanced, I would think that classic is easiest, followed by the two simples (you just have to resist the temptation to dive too deep), and if you can resist holding on to potions too long, balance and serenity aren't that hard either. Intensity, pacifist, and destroyer are meant to be a bit more exotic and challenging, although depending on how they are played they don't necessarily have to be. \r\n\r\nI wouldn't mind cranking evolution up to level 2 for kobolds, after maybe level 6. Evolution 2 moves 3 times faster than evolution 1. That could make the ride a bit more wild. I'll try that and play a few kobolds to see how it goes. \r\n"}}