
There are also improvements in other areas, such as the crafting terminals, and the branching levels (at least in concept). The cover system is a necessary and logical replacement for the broken cornershooting. DRL assemblies are fun but they rely entirely on outside knowledge, and JH's replacement with mutator roulette weapons makes for more weighing of gear choices while not being hopelessly obscure. Granted, not everything on this front's bad. Instead of taking risks to get a low-cost berserk proc then racing to massacre everything before I run out of chances to continue the proc chain I get "melee guard" which translates to a dodge chance when I'm close to an enemy. Instead of playing faster and looser to greed out overheal or stacking invulnerability globes and rampaging through floors I get one (1) guaranteed medical box per floor containing one (1) variety of medkit and one (1) instant health boost. Instead of choosing to have every gun and ammo type I find at the cost of all my inventory space, carrying 8 identical shotguns because juggling them is faster than reloading, or using the BFG magazine as a battery my weapons go straight into three predetermined slots and can't be moved. Instead of AI-manipulating asymmetric warfare I get XCOM TBT odds management. The crux of the problem is that JH has a drastically saner design paradigm than DRL and I can't help but compare them.


My feelings earlier on were mixed and at this stage they remain pretty mixed.
#Slipways cool math games update#
Tried playing Jupiter Hell (DoomRL sequel) again after having left it alone for quite a while, since it had an update and is supposed to be having its 1.0 release in two months (whatever 1.0 means).
