Not a month ago I was touching up ice caves to add in a few of the newish slow-movement-inducing rime drakes, and I made the ice statue gardens a bit harder for the sake of variety in their enemy sets (separated appearances of white ugly things amongst solely ice beasts and ice statues. I do have to admit that generic (hypothetically decent) floor items from open terrain plus multiple visible ice statues is a hard sell, and I’m leaving myself a note for whenever I’m done with my current break and current freak-out as part of my targeted vault review to touch up the loot in those ice caves. The ice cave portals already have their own known issue I have to stab at eventually- the randomized placements and inconsistent behaviour of their freezing cloud generators frustrates a few prominent voices I need to shut up because it’s something that can’t be solved by luring away / running up to and killing something (see: complaints about Labyrinths, Abyss, shadow traps), so I’ll got ridiculous surgery planned for have vague floor tile range indicators.
The hardest ice cave even outside of consumable abuse and general terrain generosity probably continues to be a pre-/early Lair twin ice dragons cave, anyway, regardless (and is a personal reference point sometimes for vicious specific placements, as a new late demonic gameshow portal of mine in the next weeks will attest to). I’m not sure if all of the special-cased auxiliary resistance armour will last, either, as I’m split between the niceness of unique + rare + unusual rewards and the unreliable weak / strong competition in those slots (especially gloves)- I suspect I’ll stick with, say, keeping the flavour (and poison / magic resistance ego comparison) of temperature-resistance cloaks for a while as a compromise and then even those will be thrown out in a few years for the general inconsistency.




