Unofficial Sil rewrite

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  • Nick
    replied
    Originally posted by backwardsEric
    On the death screen, having option g be "Another game" rather than "Another Game" would be more consistent with how the other options are capitalized.
    That should be an easy fix

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  • backwardsEric
    replied
    On the death screen, having option g be "Another game" rather than "Another Game" would be more consistent with how the other options are capitalized.

    Leave a comment:


  • Nick
    replied
    The latest version of this (available here) is I think just about ready for a proper release. Any feedback appreciated.

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  • Nick
    replied
    Breaking savefiles again.

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  • MITZE
    replied
    Break away!

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  • HugoVirtuoso
    replied
    I won't mind

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  • Nick
    replied
    The next update is going to break savefiles; I'm guessing nobody minds too much.

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  • MITZE
    replied
    Finally found myself a position where I can consistently reproduce the permacrash (on the webserver, at least).

    All you need to do is move right once, and you should detect a hidden door (which I don't think is related) and the game should crash; trying to load the subsequent panic save should result in it immediately crashing thereafter.

    (Don't mind the save name, this was an ages-old joke account)

    GwarlSucks.zip
    Last edited by MITZE; April 14, 2023, 10:24. Reason: Fixed a typo.

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  • Bill Peterson
    replied
    Originally posted by MITZE
    Been noticing this for a while and don't want to create an issue for it yet until we get more Sil players giving opinions, but loot generation seems wonky; it feels like on average levels generate with significantly less floortrash loot, on average monsters drop less often, and when they do drop they seem predisposed to dropping a specific thing (for example, easterling warriors seem to drop wooden torches the vast majority of the time).

    EDIT: On average compared to base Sil.

    EDIT2: Just killed Gorgol, who I believe drops a single good object in Sil, and I got...a staff of imprisonment :/
    I'm also finding that loot drops on the early levels are pretty low. I've been playing Sil 1.3 alongside Narsil and see a significant difference. In Narsil, by the time I'm at 300', much off my equipment has come from monster drops. This has led me to chase orcs even after they cease to give experience.

    Gorgol, and the other early unique, don't have any followers.

    Orc archers don't attack, but they do drop arrows properly. Sword spiders don't seem to be very dangerous.

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  • MITZE
    replied
    Been noticing this for a while and don't want to create an issue for it yet until we get more Sil players giving opinions, but loot generation seems wonky; it feels like on average levels generate with significantly less floortrash loot, on average monsters drop less often, and when they do drop they seem predisposed to dropping a specific thing (for example, easterling warriors seem to drop wooden torches the vast majority of the time).

    EDIT: On average compared to base Sil.

    EDIT2: Just killed Gorgol, who I believe drops a single good object in Sil, and I got...a staff of imprisonment :/
    Last edited by MITZE; April 8, 2023, 09:01. Reason: Clarified something.

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  • Nick
    replied
    Originally posted by MITZE
    Not filing as a bug yet, but I get the weird impression that combat is somehow more biased in favor of the player than it would be in V-Sil; feels like I'm more accurate and dodgy/enemies are less accurate and dodgy than I/they should be.

    EDIT: Actually, now I'm not quite sure what's up; I'm deeper now, with number-inflated equipment, but enemies are now doing unexpectedly high damage for it. Not sure if it's normal Sil swingy-ness or if there is in fact something wrong somewhere.

    EDIT2: Yeah something feels wrong with at least damage calcs; I'm shooting a (nominally) 3d9 damage gondonlin longbow and it feels like I'm failing to damage white wolves and orcs more often than the damage would indicate.
    Filed now. Nice work, I think that's 12 new bugs and a couple of "fixed" ones reopened from about an hour and a half of play time.

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  • MITZE
    replied
    Not filing as a bug yet, but I get the weird impression that combat is somehow more biased in favor of the player than it would be in V-Sil; feels like I'm more accurate and dodgy/enemies are less accurate and dodgy than I/they should be.

    EDIT: Actually, now I'm not quite sure what's up; I'm deeper now, with number-inflated equipment, but enemies are now doing unexpectedly high damage for it. Not sure if it's normal Sil swingy-ness or if there is in fact something wrong somewhere.

    EDIT2: Yeah something feels wrong with at least damage calcs; I'm shooting a (nominally) 3d9 damage gondonlin longbow and it feels like I'm failing to damage white wolves and orcs more often than the damage would indicate.
    Last edited by MITZE; March 29, 2023, 08:18. Reason: Added some info.

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  • Nick
    replied
    Originally posted by wobbly
    Played a bit. Looks like its going well, but still iffy. I'm getting weird prompt messages between "action" and "notices you".

    e.g. move to attack wolf, no attack happens, "the wolf wakes up" message, game prompts for direction, ....

    Edit: For reference that sequence should be: attack wolf, if wolf still alive wakes up, no direction prompt,
    Yes, it seems the message is interrupting the input direction and losing the "direction" bit of the "walk, direction" keymap. I've got it as a bug.

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  • wobbly
    replied
    Played a bit. Looks like its going well, but still iffy. I'm getting weird prompt messages between "action" and "notices you".

    e.g. move to attack wolf, no attack happens, "the wolf wakes up" message, game prompts for direction, ....

    Edit: For reference that sequence should be: attack wolf, if wolf still alive wakes up, no direction prompt,
    Last edited by wobbly; March 19, 2023, 13:13.

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  • Bill Peterson
    replied
    Some comments on 1.3.0ubeta-36-gad0174ff2

    I'm seeing what look to be chasms, dark grey %. They don't do anything, you can walk right through them, but it's a start.

    I'm liking that, when I walk through a dark room, the floor tiles stay illuminated. I don't remember Sil 1.3 working that way. I'll understand if the behavior changes.

    The RNG seems a little different from original Sil. I don't feel like I'm seeing enough objects, but I see more ego items at shallow levels than I expect.

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