Yes, they are lost forever. This gives some reason not to generate too many levels (e.g. stairscumming) but it is not much of a problem for diving, as I'm pretty sure you will find more artefacts by spending more time at deeper levels than by fully exploring shallow ones. Ultimately there are about 80 artefacts and people only tend to find about 10% to 20% of them in a full game.
Sil 1.0.2
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Unless losing an artifact forever makes artifacts less likely to be generated in the future, it doesn't seem like much of a problem.My Chiptune music, made in Famitracker: http://soundcloud.com/patashuComment
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I think it provides a fairly large reason not to scum for levels, and a minor extra reason to keep exploring a level, but that in general, one should go to the deepest level you can survive, and also that one should be prepared to abandon any level if a really dangerous creature arrives.Comment
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I find it interesting the kinds of things you can get away with once you institute a time limit on your game. While I don't think that the presence of "preserve mode" in Vanilla is inherently problematic, you can bet there'd be a typhoon of complaints if it were removed.Comment
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Monsters that get a large damage hit (30-40%) should either decide to attack or flee. Attacking monsters should charge into a corridor.
It might help to define a monster state called "bloodlust" or something. In this state, the monster ignores crowd tactics and attacks @ directly. The monster doesn't flee either while in this state.
A monster can enter bloodlust by taking some significant amount of damage (fraction of current HP), significantly wounding @ (fraction of @ HP), seeing a monster of the same race die, or seeing a monster of the same race that is in bloodlust. Some monsters, like archers, should never enter bloodlust. But an orc warrior might enter bloodlust if it sees @ kill an orc archer.
You could have monsters attempt to lure @ in the room with the purpose of sneaking behind @ and blocking the door, but that might be too harsh for Sil, and be more difficult to code. Besides the bloodlust idea does a decent job of giving varied challenges. Charge is still useful, but you have to be a bit more careful of taking on a group of monsters that you can't handle if they all start to come after you.Comment
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This is in for the dev version in a very simple way. They shout to make their nearby friends aggressive after being charged, just as they do after being hit with arrows while in a corridor.Comment
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Oops! Yes, sorry, you told me in an email a month back, but I forgot. Sounds good in any case. Could be some slight oddity if managing to kill with your charge means they don't catch on, but should be enough overall to reduce the abuse here.Comment
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Oh, OK, there is one other exception: the forge on the second level. This isn't required by the very nature of the thing (unlike the slain uniques etc) but it feels quite natural, is easy for players to notice, and helps the gameplay for smiths a lot.
Which brings me to the new plans. We are planning to extend this kind of feature for forges (and this is basically the last thing to be added to the current development version before it gets playtested and released). I haven't started on that yet, but the idea is to smooth out the number of forges per game. Again, I don't like the dependence on what has gone before, but I think that it can help avoid certain un-fun situations (for example, I really wanted to play a smith and made a smith character, but didn't find a second forge until 950 ft).Comment
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I might improve it again in the future, but it is low priority -- I want to actually release the new version soon, but have very little time so I should concentrate on the main things.Comment
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Which brings me to the new plans. We are planning to extend this kind of feature for forges (and this is basically the last thing to be added to the current development version before it gets playtested and released). I haven't started on that yet, but the idea is to smooth out the number of forges per game. Again, I don't like the dependence on what has gone before, but I think that it can help avoid certain un-fun situations (for example, I really wanted to play a smith and made a smith character, but didn't find a second forge until 950 ft).Comment
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The first hardly occurs: the chance of staircases being trapped varies in a manner which needs a fairly circuitous explanation on your recent behaviour of using stairs.
The second is so central to the way the game plays these days that it's hard to notice it's an effect of this type: the forced descent. This one has the best explanation of any of these exceptions, although it's still a little odd.Comment
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Keeping in mind that I've still yet to play Sil, would it be possible to balance a mechanism whereby smiths could construct their own forges (e.g. by smithing a hammer at the first forge)? The cost to building a forge would need to be such that they would generally prefer to use "natural" ones when possible, but in the event that such forges weren't available they would be able to make their own.
You can think of it as a shortcut to the central limit theorem (which ought to apply and solve our problems if forges came in smaller discrete chunks).Comment
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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It's mentioned a lot that parry would be broken if it doubled the evasion bonus of your offhand weapon as well... but would it actually be? Keep in mind that you're giving up a shield/two handed weapon, spending exp on parry which will thereby making future evasion skills more expensive to get (and evasion has soooo many good skills - sprinting, flanking, controlled retreat, etc etc)...My Chiptune music, made in Famitracker: http://soundcloud.com/patashuComment
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