I especially like the "EXP consistently for doing things beyond the actual killing" aspect---great grind deflater and conceptually allows for folks to challenge more full-bodied builds.
I noticed a spot that said something like "not yet" on a graphical mode field---I wonder if Shockbolt's excellent stuff could function with Sil? Or that Unified NPP 32x32 one recently making great strides at being all-inclusive, yet specific to each?
Sil
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However, I may have been overzealous in removing main files as I can't currently get it working under Linux.Leave a comment:
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BTW, what is the license? I couldn't find in anywhere in the source.
to make it GPL compliant, but am still a little unsure. If anyone has an pointers, I'd love to hear them.
Good point about including the lib folder with the source too.Leave a comment:
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EDIT: Now we need yet another variant ladder so I can post my dump.Leave a comment:
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Looks like FA mark two. If I will not ever play this it is worth reading the source.Leave a comment:
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I'd like to add my general congratulations, and also a couple of specific things:- The reversal of "pack AI" so that (for example) orcs get it but wolves don't is a stroke of genius
- There is a plan to have a Sil competition fairly soon.
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Yay, another Tolkienesque variant! So cool! So meticulously researched! Even regardless of the new gameplay, the content itself is priceless (and, presumably, falls under the Angband permission to use the Tolkien's legendarium in a game).
BTW, what is the license? I couldn't find in anywhere in the source. And could you make your source version control repository publicly available? Alternatively, would you mind somebody putting it on github to make it easier to contribute and ease your maintenance burden a bit. Github would make it easier to submit bug reports, pull requests (patches), make forks (if you don't mind), refer to individual source and content files by their URL, etc.. BTW, I couldn't find the content files in the source archive, but there included in the Windows archive (I'm on Linux, myself).
Thank you again and have lots of fun maintaining the game!Leave a comment:
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Other than the aforementioned thing that isn't in the manual (Smithing) there's one addition I'd like to recommend: the requirements to pick specific abilities, whether points spent or other abilities. It's easily accessible in the game, but the manual doesn't list any of them and actually only mentions that they have them once; it says 'specific skills may have requirements', but in the actual game, no skill has no requirement.Leave a comment:
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I played the tutorial and one quick game. This looks pretty great. I've played enough angband that I probably didn't need to do the tutorial, but I really appreciate the work you've put into it.
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Yay for nifty sounding new variant thing!
Please be sure to get yourself up and counted on Roguebasin asap so more players can find it and contribute feedback and such.
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I took the tutorial (smithing was the only thing in the tutorial which wasn't in the manual). One more question- Is pseudo-ID always instant? So if there's no pseudo when you pick up an item, you know there's nothing special about it?
EDIT: Now we need yet another variant ladder so I can post my dump.Last edited by will_asher; January 4, 2012, 07:54.Leave a comment:
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Thanks Will. Lots of comments -- I'll try to answer most of them.
Main main piece of advice is to play the tutorial, and perhaps I should have stressed that in the first post. Everyone should start with the tutorial. For example, it explains smithing, and song, the controls, etc.
First of all, you got me at just the right time. I rarely try new variants anymore, but I just happened to be kinda bored and in the mood for trying something new when I saw this post.
I started with a Naugrim, going for a pure fighter type. With my axe proficiency, I found about a dozen curved swords, a couple quarterstaffs, a spear, and a dagger, but never any axes. Also, I don't know how smithing works, and I couldn't find it in the manual, so I guess Naugrim wasn't such a good choice.
I like the vision of going with First Age flavor and shortening the game, but with those things, I expected flavourless monsters like Metallic Green Centipedes would be gone. Generally, I expected a flavour further away from vanilla Angband.
Unsure if it's a bug:
- I got the 'unable to create notes file' message when I'm the administrator (and only user) on my computer. (Playing windows version)
- Center map continuously doesn't seem to work right: the display keeps shifting up and down when I'm moving to the right.
- The manual references the "I" (inspect object) command from Angband which doesn't exist in this game.
- Under Smithing in the Skills section, it says "See Smithing section for full details." but there isn't any other smithing section in the manual. So how does smithing work?
- CTRL-l and CTRL-L seem to have the same effect. What's the difference between 'look at things' and 'look around'?.
- Alter without direction option is not an option and is always ON. This is disorienting for me because I press O to open and then the direction. I guess that'll just take some getting used to, but I don't see why you removed options like this.
EDIT: I pressed C to close a door so I could rest for HP before fighting the wolves, then I pressed the direction to close the door in that direction and of course it opened it again. So I died.
- I miss the option for automatically show lists which shows the list of available items by default when I press a command like Wield.
- I can't find any way to choose what the term windows display.
EDIT: I figured out how to get my monster list and previous messages in the term windows how I like it. The interface is actually better than vanilla, I just didn't think of looking there at first.
- I like how you can start another game after you die without ending and restarting the program. That's something I always wished Angband had.
- EDIT2: I'm having trouble figuring out how to survive these orcs without any healing or escapes...
At the very beginning of the game (dL1), I saw two orc soldiers who were unaware of me go up stairs. I don't know if you want orcs going up stairs from dL1 (not that I mind), but they stayed on the monster list for awhile after they were gone (until I saw another monster).Leave a comment:
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A good question. It used to work for Linux, but something broke a couple of years ago in its development, and I'd be very grateful for some help with it. I would be very happy to talk with you about getting it running again, as that is one of my main aims for the next month or so. One challenge is that it split off from Vanilla before the source code reorganisation, which might make it harder.Leave a comment:
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First of all, you got me at just the right time. I rarely try new variants anymore, but I just happened to be kinda bored and in the mood for trying something new when I saw this post.
I started with a Naugrim, going for a pure fighter type. With my axe proficiency, I found about a dozen curved swords, a couple quarterstaffs, a spear, and a dagger, but never any axes. Also, I don't know how smithing works, and I couldn't find it in the manual, so I guess Naugrim wasn't such a good choice.
The next couple games, I played a Noldor. It seems like you made it so the character always starts in a room with a curved sword on the floor. Why not just make the character start with the curved sword?
EDIT: I like that you can go up the stairs from level 1 to get a different level 1.
I like the vision of going with First Age flavor and shortening the game, but with those things, I expected flavourless monsters like Metallic Green Centipedes would be gone. Generally, I expected a flavour further away from vanilla Angband.
I like the impression I got of the skills system so far.
Unsure if it's a bug:
- I got the 'unable to create notes file' message when I'm the administrator (and only user) on my computer. (Playing windows version)
- Center map continuously doesn't seem to work right: the display keeps shifting up and down when I'm moving to the right.
The Manual:
- The manual references the "I" (inspect object) command from Angband which doesn't exist in this game.
- Under Smithing in the Skills section, it says "See Smithing section for full details." but there isn't any other smithing section in the manual. So how does smithing work?
Interface:
- The game seems to discriminate against roguelike keyset users. Despite having a much shorter list of needed commands, still several of them conflict with the roguelike movement keys. So we have to use CTRL-command for most commands.
- CTRL-l and CTRL-L seem to have the same effect. What's the difference between 'look at things' and 'look around'?.
- Alter without direction option is not an option and is always ON. This is disorienting for me because I press O to open and then the direction. I guess that'll just take some getting used to, but I don't see why you removed options like this.
EDIT: I pressed C to close a door so I could rest for HP before fighting the wolves, then I pressed the direction to close the door in that direction and of course it opened it again. So I died.
- I miss the option for automatically show lists which shows the list of available items by default when I press a command like Wield.
- I can't find any way to choose what the term windows display.
EDIT: I figured out how to get my monster list and previous messages in the term windows how I like it. The interface is actually better than vanilla, I just didn't think of looking there at first.
- I like how you can start another game after you die without ending and restarting the program. That's something I always wished Angband had.
- EDIT2: I'm having trouble figuring out how to survive these orcs without any healing or escapes...
- EDIT3: At the very beginning of a game (dL1), I saw two orc soldiers who were unaware of me go up stairs. I don't know if you want orcs going up stairs from dL1 (not that I mind), but they stayed on the monster list for awhile after they were gone (until I saw another monster).Last edited by will_asher; January 3, 2012, 23:28.Leave a comment:
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