Sil 1.0.1

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  • half
    Knight
    • Jan 2009
    • 910

    #16
    Originally posted by pav
    I don't want to hide it, for two reasons: 1) it would not be obvious how are the entries sorted 2) you could not reasonably change the sorting by interacting with the column header
    That sounds quite reasonable. I would still agree with Scatha that it would be slightly better to just hide it, as presumably you could still sort by other things, you just couldn't switch back to the standard sorting very easily. It's your call though, and I appreciate your help!

    Done! (Appended it to Race actually, or should I use it in place of Class?)
    Great work. The current setup is absolutely fine.

    Comment

    • half
      Knight
      • Jan 2009
      • 910

      #17
      Does anyone know why Scatha's two characters of the same name (Felagund) overwrote each other on the ladder, but will_asher's (Flounder) didn't? What is the rule for when it overwrites? I note that all four characters were of the same Race/House.

      Comment

      • LostTemplar
        Knight
        • Aug 2009
        • 670

        #18
        There is an option "Protect this dump from being overwritten in the future"

        Comment

        • Scatha
          Swordsman
          • Jan 2012
          • 414

          #19
          Originally posted by LostTemplar
          There is an option "Protect this dump from being overwritten in the future"
          Ohh ... now I feel kind of stupid. Thanks.

          Comment

          • debo
            Veteran
            • Oct 2011
            • 2402

            #20
            Originally posted by Scatha
            Ohh ... now I feel kind of stupid. Thanks.
            I think it's a recent feature -- the old convention was to add a suffix to your character name each time (s)he is "reborn" (e.g. "Felagund 2")
            Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

            Comment

            • bio_hazard
              Knight
              • Dec 2008
              • 649

              #21
              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.

              Comment

              • ekolis
                Knight
                • Apr 2007
                • 921

                #22
                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...
                You read the scroll labeled NOBIMUS UPSCOTI...
                You are surrounded by a stasis field!
                The tengu tries to teleport, but fails!

                Comment

                • Scatha
                  Swordsman
                  • Jan 2012
                  • 414

                  #23
                  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).

                  Comment

                  • Djabanete
                    Knight
                    • Apr 2007
                    • 576

                    #24
                    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.

                    Comment

                    • ekolis
                      Knight
                      • Apr 2007
                      • 921

                      #25
                      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!
                      You read the scroll labeled NOBIMUS UPSCOTI...
                      You are surrounded by a stasis field!
                      The tengu tries to teleport, but fails!

                      Comment

                      • mtadd
                        Rookie
                        • Nov 2011
                        • 24

                        #26
                        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]

                        Comment

                        • bio_hazard
                          Knight
                          • Dec 2008
                          • 649

                          #27
                          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'}

                          Comment

                          • mtadd
                            Rookie
                            • Nov 2011
                            • 24

                            #28
                            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.

                            Comment

                            • Jungle_Boy
                              Swordsman
                              • Nov 2008
                              • 434

                              #29
                              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.
                              My first winner: http://angband.oook.cz/ladder-show.php?id=10138

                              Comment

                              • Scatha
                                Swordsman
                                • Jan 2012
                                • 414

                                #30
                                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.)

                                Comment

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