Sil-Q 1.5 finally released

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  • seraph
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  • backwardsEric
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    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
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    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?

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  • seraph
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  • Hal
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    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
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    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!

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  • seraph
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    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
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    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!

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  • seraph
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    what's the difficulty for keeping your strength from an herb of weakness?

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  • seraph
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    also lesser jewels are useless.

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

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  • backwardsEric
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    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
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    it's not a slay weapon. it's a light source.

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  • Pete Mack
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    Sil slay weapons glow whenever a vulnerable race nearby--even if the weapon is on the ground.

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  • seraph
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    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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