Thanks you very much for your feedback!
Now, there's a lot of stuff here, but let me comment on some of these points.
Really? You should perhaps return to (44,44), and look around some of the buildings there. The new quest included in this patch starts there. (and yes, this area is ALSO part of the SV quest line...)
I see what you mean here, and I would agree that many times, non-magic stuff is more desirable than magic items. It's a bit due to the way the items generation works, in that it depends on the level of the monster, whether you get a good enchant or not. Problem is, good items are dropped from powerful foes, but powerful gear is needed to beat those foes, hence the need of using the scrolls. On the other hand, I don't want to nerf the scrolls too much to the point of them being ineffective, and a waste of gold.
To be honest, this was not intentional. It's more of a remnant of old Angband that I've never quite changed.
In my future plans, I plan on adding Ivhala's own Rare Items shop. It will be different than Jindar's, and will focus on Mithril items. I think an NPC even mentions the store already, but it's not in the game yet.
Magic items tend to be bad simply because they are randomly generated. So of course, any of these items aren't going to suit your character's particular build. It's part of the challenge of getting good gear, though I would agree that it's just too much trouble in general, and that using scrolls is much easier, since you can abort the game, and reroll if you don't like what you get.
A solution for this would be to have purple items not have any particular bonus besides to_h, to_d, to_d and damage/ac, and instead come with some bonus points that you can allocate as you wish. There are pros and cons to this. Pros would be that it would fix the issue of gear being useless, and would make balancing a lot easier. Cons would be that it also make purple items almost all the same, and does remove some of the fun of finding gear.
Specials are meant to be VERY rare. They DO exist. They just have a very low drop rate. A few players here found some I believe. It is intentional, they are meant to have you go crazy when you DO find one!
Thievery issue = Bug.
Crafted items not being levelable/improvable is something that I need to reconsider. It would have been broken in 0.4, but now in 0.5, not quite. I also think that allowing crafted items to be levelable like other items would be a good idea.
I'm going to say this: Cursed items are here to stay. I will NOT use the classic cursed item that you can't unequip and that has crappy stats. This is a boring, useless and 100% avoidable outdated mechanic that brings nothing to the game.
Cursed items plays on the player's feelings, that's why I like them. They play on the temptation, they are "taunting" the player, so to speak. You are presented with a very powerful item that outclasses most other items you've found so far. However, you know there's that Misfortune thing on it... and you know something bad is going to happen.... or do you? Maybe it won't happen to you? Maybe you'll be able to avoid the Nightmares? It becomes hard to resist. Will you resist the temptation? Or embrace great power at the peril of your life? That's the whole thing that makes cursed items fun! Not many games implements this concept, and most of the time, cursed items = bad, in most games they appear. Portralis offers you a REAL dilemma!
However, for this concept to work, two things are needed:
- Significantly better items to give players a good reason to use cursed items.
- Significant consequences if you do use the item. In this case, Nightmares.
If the cursed items are too powerful compared to the dangers associated with them, then there's no questions asked, and using cursed items becomes a no-brainer.
However, the opposite is also true: if the dangers greatly outclass the value of the items, then there's no dilemma either: cursed items are bad.
The current incarnation of the concept is actually not too bad I think. Nightmares are supposed to terrify you, and make you run away from them. And like cursed items, they play with the feelings of the players. You know encountering one most likely means a certain death, and when you see one, you will do everything you can to avoid it. Especially after it kills you the first time!
However, Nightmares are also avoidable. They are detected by telepathy, and you can easily teleport away from them. And yes, you have to pay attention to your surroundings, and if you don't, you can pay the price with the your life. Such is the danger of using cursed items.
I think that this may be the main problem here. Some players found ways to break the game using cursed items, and managed to kill the Nightmares rather easily, which gave you the impression that killing Nightmares was "normal". Which then makes you feel that they should be beatable for a reasonably geared character, only to find out that it's not quite the case. And it was never meant to be the case either. Nightmares are supposed to be only beatable for players who takes time to maximize their character to it's full potential. For everyone else, running away is the best option.
On that note, cursed items are overpowered at high levels. Especially weapons, and their base damage. This is something that will need to be nerfed.
Well, that will be it for now. I will comment on the other points another time, but I think this already gives some stuff to discuss.