Sil
Collapse
X
-
There is a mind-over-body technique in the will skills that greatly slows your hunger. It's pretty cheap to obtain, especially if you are playing a will affinity race. I've been grabbing it right off the bat to maximize returns on it. -
From the character screen, press (s)ave to a file;
or use (g) to save the character sheet in the death menu.
They are unnecessary in the sense that you can do everything without these commands, so there's no need for new players to learn them. The inventory and equipment screens can be accessed by having the appropriate windows open; the inventory commands can all be achieved via (u)se, and the others, which we can collectively call terrain interaction commands, can be achieved via Control or /.Leave a comment:
-
I am dying of hunger. All characters. No food whatsoever. Am I missing something?
Crashes with window resize are limited to just one computer and thus not reproducable. I think I will live with that.Leave a comment:
-
Okay. I'm playing Feanor Noldors usually, concentrating on Fighting and Evasion, plus Smithing. The complete noob build, basically.
The first forge I find I usually make myself a light longsword, light longbow and a mattock. If it has more charges, and if necessary, arrows.
Then, I usually do fine until I meet orc archers. Often, I defeat them, but barely. And the few cases I don't defeat them, I'm meat.
I'd avoid them, but usually once I realize they are there, they notice me and chase me through the entire level. Effectively.
I could make a run for the stairs every time, but... eh. :/
So, any hints on how to dispatch them? I'll try putting a few points into Song/Elbereth in the next few games and see how I fare.
[Edit]
@Chardumps:
On the character screen (accessible with @). It's one of the options listed at the bottom.Leave a comment:
-
Hmm, one more thing - on the third page of the help screen, there's a section marked "Unnecessary", containing some rather useful commands. Perhaps "Miscellaneous" would be a better title?Leave a comment:
-
Because it doesn't give a message. It actually gives you +1 light radius. I didn't even get that during the tutorial, but when it came up during normal play, and I realized I'm holding a Slay Orc weapon because of that, I giggled for like five minutes from happiness from my discovery.Leave a comment:
-
Regarding the tutorial- maybe I was rushing through it the first time, but I actually missed the exit from the rubble-filled room (and all the content after, obviously). Don't know how idiot-proof you want the tutorial to be, but maybe take out a rubble tile or two or place the exit in a more obvious position.
Also- I checked the messages for the special short sword and it never gave a glowing message with the first orc or two. It wasn't until a later combat that it ID'ed.Leave a comment:
-
Yes, quite a lot! I downloaded it and tried to build it, but it's beyond my meagre abilities with the GNU toolchain. However, if you were to put the source up on github.com, I'm pretty confident I could find someone who could help me build it in Linux. We could then send you a pull request.
It was funny to look at the source and realise how much has changed in a few short years. It also confirmed my view that the most significant internal change to Angband in that time was MarbleDice's bitflag code (z-bitflag.c).
I do think you've had some superb ideas though. I hope you don't mind if some of them are borrowed for V or v4. I'm thinking particularly of the tutorial...
Btw, Shockbolt's tiles are now working in both V and v4. The person to ask for help is Blubaron - it's almost all his work.Leave a comment:
-
Haven't figured out what the statuses and numbers next to the enemy HP bar are for, though - sometimes I see "confident (8)", other times I see "fleeing (-10)", and others I see "mindless" - what do these mean? Is this some sort of morale system for the enemies? What effects does it have?
Mindless creatures don't have morale: they always just attack, so they just say "Mindless".
Other creatures have a morale level, which starts at 6 and is modified by various factors, including their health and your health, whether they can see others of their type (especially captains) etc. This number combined with some other things determines their stance as either Fleeing, Confident or Aggressive. The default stance is Confident, but if morale drops below 0, they are flee (unless resistant to fear), and if it is above 20, they become Aggressive charging forward down corridors etc. There are other ways to make them Aggressive: some creatures are Aggressive instead of Confident (e.g. Trolls), Rings of Wrath make them Aggressive as well as making them notice you more easily (like Aggravation in Angband), certain player behaviours make the Aggressive.
There should ideally be a section in the manual with this information and more...Leave a comment:
-
Aaaaand, the combat/character system. It's pretty simple, powerful, makes for quick (dangerous!) combat and is straightforward to do by hand (with the obvious exception of virtual dice, but it's possible to come up with some different scheme for that - or just keep a laptop handy, though that kinda defeats the purpose of P&P), so I think I might rip it off for a P&P RPG, if you don't mind.Leave a comment:
-
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.
It was funny to look at the source and realise how much has changed in a few short years. It also confirmed my view that the most significant internal change to Angband in that time was MarbleDice's bitflag code (z-bitflag.c).
I do think you've had some superb ideas though. I hope you don't mind if some of them are borrowed for V or v4. I'm thinking particularly of the tutorial...
Btw, Shockbolt's tiles are now working in both V and v4. The person to ask for help is Blubaron - it's almost all his work.Leave a comment:
-
Oh, another thing regarding smithing.
It was not clear to me that the stat-point cost for enchantments was temporary drain. I don't think it was mentioned during the tutorial.Leave a comment:
-
Oh, I did finally get around to playing Sil today, despite having downloaded it the day this thread started... :P
Very nice game!
I keep getting confused by the controls - I'd use the "angband-style" mode, but then I can't use smithing, because it uses the same key as "repeat"But apart from that, I like it!
The skill system is unique - I thought I had to "spend" skill points to get abilities, but it turns out it's just a threshold (with 6 skill points in Melee, I can get as many 6-point abilities as I want in Melee!); what really gets "spent" is experience!
And speaking of experience, I like the fact that you can get XP just from encountering enemies - you get more for killing them, of course, but it's a nice touch!
Haven't figured out what the statuses and numbers next to the enemy HP bar are for, though - sometimes I see "confident (8)", other times I see "fleeing (-10)", and others I see "mindless" - what do these mean? Is this some sort of morale system for the enemies? What effects does it have?Leave a comment:
-
Alright, alright. I get it. It's possible.But this thread is not about emulating impossible dice with possible ones.
Leave a comment:
Leave a comment: