Sil 1.0.1

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  • half
    replied
    Originally posted by Fendell Orcbane
    My character has a Helm of true sight, but I still can't see invisible monsters, is that a bug or am I doing something wrong?
    In addition to what Satyr said, the monsters that are 'invisible' rather than dark are actually just very hard to see in Sil. You get a perception check to try to see them each turn (so they sometimes flicker in and out). The ability to 'see invisible' gives you +10 to this roll, so you still have benefit from increasing perception. This is the same for many of the granted abilities in Sil, including:

    See invisible
    Resist confusion
    Resist fear
    Resist blindness
    Resist hallucination
    Resist stunning
    Free action
    Sustain *

    possibly others, but I couldn't find them in my search

    Finally, the symbol for Shadows when you can see them is a black 'W' so they are not very visible to the player even when you spot them (they look like an unknown square).

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  • Satyr
    replied
    Originally posted by Fendell Orcbane
    My character has a Helm of true sight, but I still can't see invisible monsters, is that a bug or am I doing something wrong?
    There are a number of monsters that are not invisible, but reduce light around them (most of them named "shadow xy", e.g. shadow molds), which can't be seen by True Sight but need a stronger light to be "uncloaked", maybe you met one of them?

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  • Fendell Orcbane
    replied
    My character has a Helm of true sight, but I still can't see invisible monsters, is that a bug or am I doing something wrong?

    Leave a comment:


  • jujuben
    replied
    Minor mac control bug - if I shift focus away from Sil, and then back to it, sometimes the arrow keys stop working. Movement by numbers, and the rest of the keyboard works fine, but no arrow keys.

    It's done this erratically, but on multiple saves, on both 1.0 and 1.01. This is on a late 2009 Macbook Pro, running a regularly updated OS 10.6.8. I have not noticed this bug in any of other variants I play (Vanilla, V4, npp, FA, Quick).

    Also thanks for a great game - since Sil came out, it's been taking the vast majority of my *band time. The theme and UI are beautifully done, and the difficulty curve is just about perfect - I lose a lot of heros to stupid mistakes that would be minor in any other variant, but with patience and care and just a bit of luck, things work out, and when they do, there's a genuine feeling of accomplishment that's rare in games these days.

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  • half
    replied
    Originally posted by mtadd
    Before a Dagger of Accompaniment is identified, when first wielding, it asks if you wish to wield it in the off-hand.

    Secondly, if you have a Dagger of Accompaniment wielded, you can replace it with another weapon
    Thanks, I've fixed both of these for the next version.

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  • Scatha
    replied
    Originally posted by Jungle_Boy
    I'm guessing this is working as intended but just so you know charge and assassination do not work together. You can charge them or you can stealthily attack them but you cannot get the benefit of both even if they are unaware.
    Yes, this is the desired behaviour. It's detailed in the manual, but unfortunately the in-game descriptions are more concise and don't describe all the interactions between abilities, and this is an unexpected one.

    If they can work at the same time, they go very well together, and this was a bit sillier than we wanted the most efficient strategies to be. (You can contrast with Focused Attack, which also goes very well with Assassination, but we were happy to leave as is.)

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  • Jungle_Boy
    replied
    I'm guessing this is working as intended but just so you know charge and assassination do not work together. You can charge them or you can stealthily attack them but you cannot get the benefit of both even if they are unaware.

    Leave a comment:


  • mtadd
    replied
    Bug - Dagger of Accompaniment

    Before a Dagger of Accompaniment is identified, when first wielding, it asks if you wish to wield it in the off-hand. After wielding is completed, its then ID'd. Note that in the example below, I don't have Two Weapon Fighting skill yet.

    You see a Dagger (+0, 1d5) {special}.
    >> pickup
    You have a Dagger (+0,1d5) {special} (c).
    >> wield c
    Do you with to wield it in your off-hand? [y/n].
    >> y
    You are wielding a Dagger (+0,1d5) {special} (i).
    You have gained the ability 'Two Weapon Fighting'.
    You recognize it as a Dagger of Accompaniment (+0,1d5).
    Secondly, if you have a Dagger of Accompaniment wielded, you can replace it with another weapon, thereby allowing you to wield 2 weapons without the Two Weapon Fighting ability. The character sheet will only display attacking with your main weapon. But the left-hand of the main display will show 2 attacks, with the second's damage being 0d0. Combat rolls seem to show that only the primary weapon attacks.

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  • bio_hazard
    replied
    Originally posted by mtadd
    1) Maintain most recent combat rolls result in combat window; including a note as to how many turns old the data is, or otherwise note that the data isn't from the last turn.

    2) Automaticallly add a note for forged or melted items (showing item name, perhaps dropping the flavor) e.g.:

    Forged: Round Shield [+0,1d3]
    Forged: Ring of Evasion [+1]
    +1 for both of these- great idea. I had actually meant to request #2 before but forgot. I pictured it more as an auto-inscription
    Round Shield [+0, 1d3] {forged 100'}

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  • mtadd
    replied
    Feature Requests

    1) Maintain most recent combat rolls result in combat window; including a note as to how many turns old the data is, or otherwise note that the data isn't from the last turn.

    2) Automaticallly add a note for forged or melted items (showing item name, perhaps dropping the flavor) e.g.:

    Forged: Round Shield [+0,1d3]
    Forged: Ring of Evasion [+1]

    Leave a comment:


  • ekolis
    replied
    Originally posted by Scatha
    Anyhow, you probably know this already, but I thought I'd point out that you can see the weight of an item on the floor if you're standing on it (it's the last row in the inventory window).
    Oh, well that makes sense; too bad I don't like subwindows!

    Leave a comment:


  • Djabanete
    replied
    Actually... my strength 3 guys look out for 4-pound curved swords and such (and wish in vain for 4-pound long swords) so that Herbs of Rage will grant some utility from the STR bonus.

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  • Scatha
    replied
    I'm going to leave some of these for half, but I can venture a couple of answers.

    Originally posted by bio_hazard
    - I'm not sure I see the point in having such fine granularity to weight. I'd rather have one press put me to the next difficulty's worth of weight. If I'm missing something by not getting my calculator out to 100% optimize at some non-extreme weight, oh well...
    I don't know whether the current system is ideal, but with weapons particularly, it's quite normal to want a non-extreme weight. A Strength 3 character would usually like a one handed weapon of precisely 3lb, if they have free choice, or a two handed weapon of 4.5lb.

    #2 Would it be possible to have the char dump include initial stat and skill allotments? Abilities are noted, but I'd love to see skill allocation as well.
    The character dump actually already includes initial stat assignment. If a stat is modified, the initial number is the first one after the = sign.

    Initial skill allocation is a bit trickier, since there's no obligation to do this quite at birth (I sometimes happen to do it a few turns into the game). Making a note every time you increased a Skill would probably be too much. But there is some interesting information here (not just about the initial character, but how it developed), and it's a shame to lose it. For the moment we can try to record these things with notes or comments.

    Originally posted by ekolis
    Hmm, speaking of item weights... could we please get the ability to view the weights of items on the floor? I've noticed that sometimes otherwise identical weapons and armor have different weights, so it would be nice to be able to see if the weapon on the floor is heavier (better damage dice!) or if the armor on the floor is lighter (less encumbrance!)
    Personally I'm kind of fond of the feel of the mini-game of going over to test the heft of each new longsword I find. I can imagine someone finding this frustrating, though. Anyhow, you probably know this already, but I thought I'd point out that you can see the weight of an item on the floor if you're standing on it (it's the last row in the inventory window).

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  • ekolis
    replied
    Hmm, speaking of item weights... could we please get the ability to view the weights of items on the floor? I've noticed that sometimes otherwise identical weapons and armor have different weights, so it would be nice to be able to see if the weapon on the floor is heavier (better damage dice!) or if the armor on the floor is lighter (less encumbrance!)

    Though I suppose the current system is more realistic...

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  • bio_hazard
    replied
    Still loving (and still really bad, but slowly improving) at this game.

    A couple of non-gameplay related requests...

    #1 The UI in the forge seems a little wonky to me. Specifically changing weights of objects (to be honest, that's all I've been able to do in the forge so far!). I'm not sure of the exact solution, but my problems are
    - I wish <Enter> locked in the weight.
    - If I'm using the right arrow to increase or decrease weight, I have a natural tendency to want to use the left arrow if I've overshot (due to the many required button presses). Instead, 2 or 3 left button presses dumps me out of the forge menu entirely, and I have to start building all over again.
    - I'm not sure I see the point in having such fine granularity to weight. I'd rather have one press put me to the next difficulty's worth of weight. If I'm missing something by not getting my calculator out to 100% optimize at some non-extreme weight, oh well...

    #2 Would it be possible to have the char dump include initial stat and skill allotments? Abilities are noted, but I'd love to see skill allocation as well.

    Leave a comment:

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