Dumb Sil questions
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If you're using the Angband-like keyset and hjkl movement, is there any way to use an item?Leave a comment:
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Next question.
Found an possible exploit/feat, preventing from descending two levels downward (i.e. from 800' to 900'), when spending too much time exploring level.
One should blow a Horn of Blasting, to collapse floor and fall one level down.^^Leave a comment:
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There was 1 guaranteed at 100' (50' if you took the up stairs on 1st level) and a probability counter that eventually hit 100%Leave a comment:
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What is the actual deal with guaranteed forges?
What I know:- They are absolutely a thing in Sil-Q, with guaranteed forges at 100', 300' and 500'.
- I can find no evidence for them in the Sil 1.3.0 code, with the only "guarantee" (that I can find) being that if you have gone 5000 turns with no forge, the game will generate one on the next level.
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You can't 'k' them but they can be broken on the crown, lost to lack of floor space or lost to leaving the level(even if not seen)Leave a comment:
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To get three Silmarils out of the crown you have to sacrifice one weapon that will break when attempting to cut it out, regardless of type. Fits with the lore. Not sure but I think it is the second. Might be the third.Leave a comment:
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OK, that's exactly what I needed to know. I've decided to start off with essentially the NPP/Sil LOF algorithm, but with the view bits removed because I'm using the (less efficient but simpler to follow) newer Angband view algorithm. Your information will be good when (or if) I get around to trying to rewrite LOF in a similar way.Setting aside issues of light and knowledge of the map (i.e. attempts to fire into the unknown), I believe you have LOF if there is a straight line from the centre of your square to the centre of the target's square (going through the very corner of an obstruction is fine). And that you have LOS if there is a straight line from the centre of your square to any part of their square. So LOF implies LOS, and LOF is symmetrical. I believe this is all inherited from NPP, and is an elegant way of doing it.
Windows would be another interesting oneIf I'd kept developing Sil, I'd also like to have implemented things like smoke and portcullises that block LOS but not LOF and vice versa. Chasms were kind of a first step at this (blocking movement but not LOS or LOF). I believe you (Nick) enumerated the possibilities many years back and I thought it was a great contribution to roguelike theory.
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Setting aside issues of light and knowledge of the map (i.e. attempts to fire into the unknown), I believe you have LOF if there is a straight line from the centre of your square to the centre of the target's square (going through the very corner of an obstruction is fine). And that you have LOS if there is a straight line from the centre of your square to any part of their square. So LOF implies LOS, and LOF is symmetrical. I believe this is all inherited from NPP, and is an elegant way of doing it.
If I'd kept developing Sil, I'd also like to have implemented things like smoke and portcullises that block LOS but not LOF and vice versa. Chasms were kind of a first step at this (blocking movement but not LOS or LOF). I believe you (Nick) enumerated the possibilities many years back and I thought it was a great contribution to roguelike theory.Leave a comment:
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The 2nd statement would be true if you had infinite light radius. The current UI is a little buggy, you can move the target to a square you can't fire at, though it'll tell you its an illegal target when you actually try to shoot.Leave a comment:
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