Sil-Q 1.5 finally released

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  • seraph
    Adept
    • Jan 2016
    • 119

    #31
    are daggers of cuivienen supposed to glow on the ground when you drop them? i could have sworn they did at one point. also it is possible to find daggers of accompaniment [+2] but you cannot craft them.

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    • Pete Mack
      Prophet
      • Apr 2007
      • 6882

      #32
      Sil slay weapons glow whenever a vulnerable race nearby--even if the weapon is on the ground.

      Comment

      • seraph
        Adept
        • Jan 2016
        • 119

        #33
        it's not a slay weapon. it's a light source.

        Comment

        • backwardsEric
          Knight
          • Aug 2019
          • 500

          #34
          Originally posted by seraph
          are daggers of cuivienen supposed to glow on the ground when you drop them?
          This change, https://github.com/sil-quirk/sil-q/c...abe664a1eaf41e , in Sil-Q between the 1.4.2 and 1.5 releases took out most glowing objects on the floor (like those such as daggers of Cuivienen with the LIGHT flag or those which have a slay and there's an appropriate monster nearby).

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          • seraph
            Adept
            • Jan 2016
            • 119

            #35
            okay thank you. i thought i found a bug. daggers of cuivienen are kinda useless now, yeah?

            Comment

            • seraph
              Adept
              • Jan 2016
              • 119

              #36
              also lesser jewels are useless.

              Comment

              • seraph
                Adept
                • Jan 2016
                • 119

                #37
                what's the difficulty for keeping your strength from an herb of weakness?

                Comment

                • seraph
                  Adept
                  • Jan 2016
                  • 119

                  #38
                  on a whim, i just tried using a staff of id on chest and identified the trap.
                  didn't know that was a thing. neat!

                  Comment

                  • seraph
                    Adept
                    • Jan 2016
                    • 119

                    #39
                    idea: maybe dwarf masks should get the same treatment as quarter staves and robes re: smithing. currently, a [-2, 1d2] dwarf mask requires 5 smithing, but a regular [-1, 1d2] helm with r/fire requires 6 smithing. this change would also makes thematic sense.

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                    • seraph
                      Adept
                      • Jan 2016
                      • 119

                      #40
                      i don't know why, but i always assumed blocking didn't work unless you passed the turn.
                      you just have to not "move." you can do literally anything else.
                      i thought this ability sucked; but it rules!

                      Comment

                      • Hal
                        Rookie
                        • Feb 2024
                        • 1

                        #41
                        Originally posted by seraph
                        okay thank you. i thought i found a bug. daggers of cuivienen are kinda useless now, yeah?
                        The light and song bonus are very useful on any character not relying on a melee weapon to kill things; dual-wielding <+3> cuivienen daggers is a great endgame option for many builds.

                        Originally posted by seraph
                        i don't know why, but i always assumed blocking didn't work unless you passed the turn.
                        you just have to not "move." you can do literally anything else.
                        i thought this ability sucked; but it rules!
                        ​This used to be the case; it got buffed some time between 1.3 and 1.5.
                        It's really good on any combat build that uses a shield and doesn't take flanking, which for me is mostly point blank archers.

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                        • seraph
                          Adept
                          • Jan 2016
                          • 119

                          #42

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                          • seraph
                            Adept
                            • Jan 2016
                            • 119

                            #43
                            how does critical resistance work on monsters now? does it still use the old formula from the will tree?

                            also how is weapon weight derived for enemy attack rolls?

                            Comment

                            • backwardsEric
                              Knight
                              • Aug 2019
                              • 500

                              #44
                              Originally posted by seraph
                              how does critical resistance work on monsters now? does it still use the old formula from the will tree?
                              It does not act like a player's Critical Resistance ability. It halves the number of dice added by a critical (so one additional die becomes no additional dice; two or three additional dice become one additional die, ...). That seems to be the same as it was in Sil.

                              Originally posted by seraph
                              also how is weapon weight derived for enemy attack rolls?
                              It is two pounds per die of damage (so the bite of a wolf, 2d3, is four pounds; an Orc warrior, 3d6, is six pounds). That seems to be the same as it was in Sil.

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                              • seraph
                                Adept
                                • Jan 2016
                                • 119

                                #45

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