Sil-Q final beta release before 1.5.0

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  • Quirk
    replied
    Originally posted by HugoTheGreat2011
    I've killed off the Thrallmasters a number of times, then one or more Thralls become alert to what's happening...After the thrallmasters are dead, how do I interact with the Thralls? What gameplay purpose do they have now? Also, if I'm surrounded by the Thrallmaster and the Thralls at the same time, does that increase the Thrallmasters' ability to attack?
    If you see an Alert thrall rather than a Dejected thrall, move into them and they will make a request of you. Alert thralls are a different, brighter green or a different tile.

    Thrallmaster ability to attack is not influenced by thralls.

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  • Quirk
    replied
    Originally posted by Infinitum
    I wouldn't necessarily use the ladder as balance feedback. There's a handful at most people regularily logging runs, and a lot of those are for bragging rights. Also I don't agree that endgame smithing is overpowered; past 850' or so is comparatively trivial for any combat build.
    Depends what you consider trivial or whether you are talking about current smithing or previous version smithing. Morgoth kills are predominantly smith based. In terms of being able to grab a Sil, most reasonable builds can thrive at 850' and after, combat or not.

    With regard to the ladder entries I've been there for quite a number of the higher ranked ones on Angband.live. I think they are reasonably representative of strong play.

    Originally posted by Infinitum
    IIn its current form smithing ha a problem in that more smithing skill gives linear dividends, but costs are whatever a (100+200+300...) sequence is called. Then again, even if you fix that there's still the bigger problem of crafting in games just not meshing well with random loot.
    Costs may be 100+200+... but this is the same for every skill and the XP handed out is floor adjusted to compensate i.e. it is not linear either. Put together skill progress vs XP is more or less linear.

    Smithing dividends are not however linear in the way that investing in Evasion is. The tipping point where most gear has extra Evasion bolted on is one non-linearity, extra stat points another. With smithing kits the rewards were very much more non-linear as getting to sufficiently high Smithing meant a snowball of stat points, resistances and weapon effects.

    Anyway, I think in the post smithing kit world this non-linearity has been much reduced, and I am less scared of Song builds right now, though it is far from clear they need any extra help. I will think on this a bit and probably talk to a few players.
    Last edited by Quirk; September 20, 2021, 14:50.

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  • HugoVirtuoso
    replied
    I've killed off the Thrallmasters a number of times, then one or more Thralls become alert to what's happening...After the thrallmasters are dead, how do I interact with the Thralls? What gameplay purpose do they have now? Also, if I'm surrounded by the Thrallmaster and the Thralls at the same time, does that increase the Thrallmasters' ability to attack?
    Last edited by HugoVirtuoso; September 19, 2021, 21:10.

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  • fph
    replied
    Originally posted by Infinitum
    whatever a (100+200+300...) sequence is called.
    It's called "quadratic": indeed, 1+2+...+n = n^2/2 + O(n).

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  • Infinitum
    replied
    I wouldn't necessarily use the ladder as balance feedback. There's a handful at most people regularily logging runs, and a lot of those are for bragging rights. Also I don't agree that endgame smithing is overpowered; past 850' or so is comparatively trivial for any combat build.

    In its current form smithing ha a problem in that more smithing skill gives linear dividends, but costs are whatever a (100+200+300...) sequence is called. Then again, even if you fix that there's still the bigger problem of crafting in games just not meshing well with random loot.

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  • Quirk
    replied
    Originally posted by Infinitum
    Grace is also nowhere near as strong as extra melee/evasion or hp, and the Will tree has a lot of competing abilities for combat characters.
    I would disagree with this. The ladder is mostly topped by Smithing and Song builds (Staff of Earthquakes/Channelling abuse aside, though this also was Grace-reliant). Grace is rarely as immediately impactful, but it tends to impact more non-linear ways of scaling up.

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  • Quirk
    replied
    Posted a long reply, forum ate it. Sorry if this is overly terse, am now low on time.

    What do I like about smithing? Mostly, I think it's about building up the character, step by step. As you say, trading a harder middle game for an easier end game. You build the character via skills and abilities; smithing is like that in spades.

    But it's also about building the character to be hugely powerful, to crush your enemies and see them driven before you. And not just because you got lucky and found Ringil or the Boots of Feanor, but because you personally and deliberately made those powerful items, via skill and hard work and sacrifice.
    This is the old "linear warriors, quadratic wizards". I like this too, because I like playing wizards. Unfortunately this makes the late game suck for routes that have more linear power gain, and pushes players to Smith as a route to higher scores whether they like Smithing or not.

    At this point, I'm going to make some highly speculative and totally untested statements about what would make Smithing more interesting and fun for me personally. Take them for what they're worth: I'd like to see more Smithing actions, which means more forges, which in turn means making each forging action be less significant. One possible way to do this would be to dispense with "Artifice", and make each of the choices in the Artifact menus be an Enchantment, and allow multiple Enchantments to be put on the same piece, one at a time, with increasing numbers of "forge uses" required for each additional Enchantment, and probably an increased cost to Enchant an already Enchanted item. You could make a lot of simply Enchanted items, or just a few really powerful ones, or something in between. The work done on a piece early on the start would not be irrelevant, it would be a step toward the thing you ultimately want e.g. first you make a non-magical (+1,2d6) [+1] Longsword, then later you add (Defender), still later you brand it with poison, and finally just before going to face Morgoth you make it Sharp. Thus, the equipment progresses, just as the character progresses.
    This is a very interesting idea, though the flow you've described would be a little difficult in practice I feel. Jumping from defender to defender + poison, or poison to poison + sharp makes for a huge upgrade, and would be difficult not to make lumpy.

    I did have a somewhat similar idea for a skill called Reforge, which would let you reshape an artifact into a slightly more powerful artifact of the same type. The old artifact powers would be lost though, so you might for example replace slaying orcs, wolves, dragons and raukar with flame brand.

    However, this would require some reshuffling of Smithing power level again as I am not looking to make it head and shoulders the best late game choice, and looking at wobbly's ongoing Morgoth-killing run it's clear it's still possible to build some powerful gear as things stand. (FWIW I think wobbly's smithing on this run has Smithing in a place I am quite happy with it - most gear customised to fill niches the character needs without being dramatically better than normal end-game gear, plus an uberweapon).

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  • bron
    replied
    Sorry for the delay in responding to this.

    What do I like about smithing? Mostly, I think it's about building up the character, step by step. As you say, trading a harder middle game for an easier end game. You build the character via skills and abilities; smithing is like that in spades.

    But it's also about building the character to be hugely powerful, to crush your enemies and see them driven before you. And not just because you got lucky and found Ringil or the Boots of Feanor, but because you personally and deliberately made those powerful items, via skill and hard work and sacrifice.

    Nobody likes consuming inventory slots to carry smithing gear, but it's a choice, a trade-off. The potential to make something wonderful by sacrificing inventory in the present.

    In current sil-q, it is easier to make modestly powered items. A Sword of Gondolin say. But nearly impossible to make really powerful items, mostly because you can't raise your smithing score to the levels needed. You can maybe use Masterpiece to make *one*, but that's just not a large enough payoff.

    There don't seem to be any items that raise your Smithing score directly anymore, so you have to use +Grace items to supplement the points put into Smithing. At best, that's a Robe+2, Helm+1, Amulet+1, Lamp+1, and a Weapon+1. That's a reasonable set, but smithing costs are higher than they were, so it's not really enough. Plus several of these items require relatively high smithing scores to make them in the first place, which means you have to put a lot of points into Smithing in order to make them, and you can't really afford that until later in the game, which in turn means you have less opportunity to make that investment pay off.

    At this point, I'm going to make some highly speculative and totally untested statements about what would make Smithing more interesting and fun for me personally. Take them for what they're worth: I'd like to see more Smithing actions, which means more forges, which in turn means making each forging action be less significant. One possible way to do this would be to dispense with "Artifice", and make each of the choices in the Artifact menus be an Enchantment, and allow multiple Enchantments to be put on the same piece, one at a time, with increasing numbers of "forge uses" required for each additional Enchantment, and probably an increased cost to Enchant an already Enchanted item. You could make a lot of simply Enchanted items, or just a few really powerful ones, or something in between. The work done on a piece early on the start would not be irrelevant, it would be a step toward the thing you ultimately want e.g. first you make a non-magical (+1,2d6) [+1] Longsword, then later you add (Defender), still later you brand it with poison, and finally just before going to face Morgoth you make it Sharp. Thus, the equipment progresses, just as the character progresses.

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  • Infinitum
    replied
    Well, I did suggets it sort of. Most combat bruisers want some stealth for Opportunist and not activating too much of the level at once, and it does prevent pulling sleeping monsters by bow. And it makes dealing with dragons much, much more dangerous since at the very least they get another turn to entrance or breathe. Grace is also nowhere near as strong as extra melee/evasion or hp, and the Will tree has a lot of competing abilities for combat characters.

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  • Quirk
    replied
    Originally posted by Quirk
    The replaced Oath was not to attack fleeing monsters, which turned out to be a bit of a hassle as this was very easy to do. Alert monsters only is by no means a bad idea, might be a bit easier to avoid and also fits Mercy as a concept.
    Brief play-testing suggests that this is not very much of a restriction at all on most non-stealthy characters, which makes it into an almost-free Grace point. I'm not sure Grace builds need the help, but I'm open to being persuaded on this.

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  • HugoVirtuoso
    replied
    I noticed no game turns are lost when going in 'right direction' into walls while confused . In FrogComposband, "game energy" is consumed when this circumstance happens regardless if the direction is correct or not. I feel that game turns should be consumed when players go in correct direction into wall while confused. iirc, confused player going 'in wrong direction' into wall already consumed game turn.

    Rfe?: Chasms should cause more player injury the more weight you carry. Controversial idea, possibly.
    Last edited by HugoVirtuoso; September 12, 2021, 22:16.

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  • Quirk
    replied
    Originally posted by bron
    I am disappointed by the way Smithing has been increasingly gutted in sil-q, and 1.5 continues this trend.
    Opinions are going to differ on this of course, and I would suggest the Smithing middle game has been made a good deal smoother. You are quite right that I have toned down the Smithing stat-boost end game, though you are the first I think I have heard complain about no longer having to spend a lot of inventory space on smithing boosters. These changes will be to some tastes and not others clearly. I have high respect for your skills and think you probably found it easier to survive the difficult section of the old Smithing runs than many.

    However, just to gently push back on a couple of your assertions, Resilience is still in the game on mithril armour and Defender weapons still exist.

    I would also like to ask, if you don't mind, what it is that you enjoy about Smithing so I can see if it's possible to mold it closer to something you would enjoy without compromising balance. The old Smithing was from a game design perspective somewhat problematic; players would sacrifice a great deal of convenience and endure a punishing mid-game to get to an end-game where every worn item was a ludicrously high-end artifact, making it very hard to balance the game around both smiths and non-smiths. I have made some of the flashier items such as branded weapons cheaper already, and I am open to approaches that make having one really really nice item possible, but it rather depends what part of Smithing is fun for you.
    Last edited by Quirk; September 12, 2021, 08:30.

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  • bron
    replied
    I've been away from sil-q for quite awhile, but recently thought I'd look in on it again. Unfortunately for Quirk, Smithing has always been one of my favorite aspects of the game, and I am disappointed by the way Smithing has been increasingly gutted in sil-q, and 1.5 continues this trend. You can't reasonably build up a set a smithing gear - no forge gloves, no forge hammers, song of Aule is long gone. Simple buffs like Lesser Jewel of Grace, gone. Spear of the Vanyar loaded down with extra buffs to make its cost unreasonable. And so on. Plus, a lot of things I'd like to smith are gone (Bow of Nargothrond, armor of Resilience). I like the removal of Artistry, but the inability to increase the evasion bonus on a weapon (short of making an artifact) is a serious minus. Bitch, bitch, bitch.

    Anyway, I'm not a fan. I'll probably stick with Sil 1.3

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  • HugoVirtuoso
    replied
    Does Fear prevent one from singing or using staves? I haven't checked for it thoroughly, but they really should.

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  • Svalbardcaretaker
    replied
    Feedback on new features:

    - New 2xhealing glove ego is great. I like to wear it in the early/midgame and have smithed it.

    - Appreciate the new Grace enchantments (eg. on helm).

    - Oath of Silence - I already took that when it only gave STR+1, I will continue to take it with STR+2

    - Oath of iron - minor tests only so far due to bug. Reaaally strong early on Edain, no lategame experience yet. Will report back once the bugfix is released.

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