Sil 1.0.1
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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.A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head.
--The Seven Habits of Highly Effective PiratesComment
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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?Comment
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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?Comment
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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).Comment
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Must admit I am loving the game - seems very nicely balanced so far. However when reaching 450 I seem to get overwhelmed by Wargs. Any particular advice for beating them, or is it just a case of more melee and more evasion?
Last game I had the Spear of Boldog so thought that would be the best approach, however my health deteriorated and with no healing I couldn't get away from them. I thought too late that they may have been susceptible to Elbereth.
One bug - attempting to 'u'se a chest on the floor (-) tells you that you need to put it down first!
I've also had a few crashes in Win XP - usually at the end of char creation, but once a few turns into the game.Comment
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I know this is kind of a stupid question, and changing things in the manner I'm suggesting would only make the game harder, and it's hard enough already, but why does protection from armor pieces stack? Unless you're being hit by a giant with a huge hammer that would kill you in one hit anyway, you're probably not going to take a hit on your head, torso, and feet simultaneously from the same attack! I know stacking armor is sort of an RPG trope, but somehow it seems worse here because it's not just an AC but actual armor dice...You read the scroll labeled NOBIMUS UPSCOTI...
You are surrounded by a stasis field!
The tengu tries to teleport, but fails!Comment
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The most natural way to do it with a protection system would be to ignore the separation of armour into different slots and just say mail, leather, robes or something like that to encompass the whole ensemble. However, I like the different slots approach of roguelikes (and many CRPGs but interestingly not pen and paper ones).
Two more points: I don't think that having protection rather than just a nebulous defence value makes much difference here. Also, there are more abstract things than this in Sil!Comment
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Must admit I am loving the game - seems very nicely balanced so far. However when reaching 450 I seem to get overwhelmed by Wargs. Any particular advice for beating them, or is it just a case of more melee and more evasion?
Last game I had the Spear of Boldog so thought that would be the best approach, however my health deteriorated and with no healing I couldn't get away from them. I thought too late that they may have been susceptible to Elbereth.
Melee and Evasion will as you say always help, but more key may be to avoid fighting them in such a way that you can get mobbed. Leave yourself a retreat, and be prepared to use the stairs if need be. Running away from them is harder than from orcs, because they move quickly, but it is possible (and sprinting will make it easier).
In terms of actually fighting them, I think that the Spear of Boldog, or another weapon of wolf-slaying (perhaps not a battle-axe or something with a large to-hit penalty) is a good choice. Using a weapon with Wolf-slaying will also make them more likely to run away. They bite harder than earlier wolves, but it is possible (perhaps with luck/forging) to have enough armour by this point to soak up almost everything they're dealing.
I know this is kind of a stupid question, and changing things in the manner I'm suggesting would only make the game harder, and it's hard enough already, but why does protection from armor pieces stack? Unless you're being hit by a giant with a huge hammer that would kill you in one hit anyway, you're probably not going to take a hit on your head, torso, and feet simultaneously from the same attack! I know stacking armor is sort of an RPG trope, but somehow it seems worse here because it's not just an AC but actual armor dice...
The idea, of course, is that the protection rating on your [-1,1d2] helmet represents the average amount of damage that the helmet will soak up from a blow. Of course that average will be distributed so that against most blows it does nothing, whereas when hit on the head it helps a lot more than [1d2]'s worth. Now you could have a system with different protection values for each location, and a randomised chance of hitting each location. Such systems exist, and we could have gone with something similar for Sil. However, the gameplay it would create would actually be very similar to the current one (a little different in that it would particularly encourage you to cover every slot), while adding a lot of complexity.
Sil already has a lot of complexity which (we hope!) leads to interesting decisions or cool moments. We therefore want to limit adding in extra complexity in cases where it doesn't add these things to the game, and I think that this is one of those.
Edit: I crossed with half here, so there's some overlap in the content, but I think there are enough different points to leave this!Comment
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Melee and Evasion will as you say always help, but more key may be to avoid fighting them in such a way that you can get mobbed. Leave yourself a retreat, and be prepared to use the stairs if need be. Running away from them is harder than from orcs, because they move quickly, but it is possible (and sprinting will make it easier).
In terms of actually fighting them, I think that the Spear of Boldog, or another weapon of wolf-slaying (perhaps not a battle-axe or something with a large to-hit penalty) is a good choice. Using a weapon with Wolf-slaying will also make them more likely to run away. They bite harder than earlier wolves, but it is possible (perhaps with luck/forging) to have enough armour by this point to soak up almost everything they're dealing.Comment
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I'm hardly good at Sil, but I have found one thing that helps with the corridor-trap problem -- I close most doors behind me (depending on situation). Even if the doorway is in darkness, you can "see" it open on the map, which is weird but helpful.
Non-intelligent/smashing monsters won't get through the door, and even if they do, you'll have a warning that they're coming a few turns before they appear behind you, which can make all the difference. Being surrounded in Sil is _really_ bad, as you've probably already learnedGlaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'Comment
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Even without this trick though, it is still a good technique: it limits the flow of noise, it stops creatures like the unintelligent wolves and spiders and serpents, it also prints a message on the screen if something bashes open a nearby door.
I'd also recommend fighting near the back end of a corridor, so if something comes into the room, you can see it and choose whether to get stuck in the corridor or whether to try to get around it. This is better if an individual arrives from behind, but maybe worse if it is a group. Also, this makes it more likely for the passing monsters to notice you, so is less good if you are quite stealthy.
Being cornered really is bad though. Treat Abilities and items that help avoid it or break out of it as *very* valuable. There are actually quite a few that help!Comment
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Closing doors behind you is indeed sensible. This particular approach of seeing the doors open when not in line of sight is something I'd like to change, but not at the top of the list, so it may disappear at some point. I think it still works like this in V too, as it does require some changes to the fundamentals of how the map is represented: probably adding a second map for how you remember the dungeon to be, as well as the first map for how the dungeon is.Comment
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A way to solve this is to add a pair of variables to the cell struct (if there is one) for the displayed character and color. This value is what the screen would draw, cells in FOV would be checked for updates (or just re-set to what they should be) and cells out of FOV would appear the same, even if something in them changed.
You already do this for monsters (an unseen but explored cell does not change if a monster enters or leaves it) so it is not true that what you see on the screen outside of FOV is absolutely correct.Comment
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