It also requires a few changes to debug mode. Firstly, it requires a new command to reset the experience; to forget the map, item flavours, and and monster memory; and to take it out of debug mode. It also requires a modified look command accessible in debug mode that lets you modify the dungeon. I have it such that if you are looking at a square and type a letter, it creates the first monster/terrain represented by that letter. If you hit space, it iterates to the next one of the same type, if you hit tab, it generates a new random one of the same type. There is also a key that toggles permanent light on the square. Then I started a new debug character and built the level! It is pretty easy to find all this in the Sil source code.
(There are a few other things such as setting a tutorial flag such that you can't save during the tutorial).
There's also some discussion of "first-order optimal strategies", which are basically the easily-learned, reasonably-effective techniques you use early in a game (e.g. in Angband, Potion of Speed + whack'n'back).
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