Sil 1.0.2

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  • debo
    replied
    Originally posted by Jungle_Boy
    I think option three makes the most sense to me. At least for two weapon fighting I imagine you stabbing at the monster nearly simultaneously, especially with a stealth attack. Rapid attack obviously is not simultaneous attacks but I don't think we want to differentiate between the two and it is obviously fast enough that you get two attacks before even th fastest monster can react.
    Yup, (3) also makes the most sense to me. It's how I was interpreting the messages anyways.

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  • Jungle_Boy
    replied
    Originally posted by half
    I've changed it, but I'm happy to:

    1) go with the old way (monster wakes up after first attack but bonuses remain for later ones)
    2) go with the new way (monster wakes up after first attack so later ones get fewer bonuses)
    3) monster wakes up at the end of your set of attacks on it (so bonuses for all attacks).

    I *think* (3) shouldn't be that hard. My preference is for (2) or (3), but I don't really mind which. Obviously (2) makes rapid attack and two weapon fighting weaker for stealth characters, but I'm not sure if that is a problem or not.

    Thoughts?
    I think option three makes the most sense to me. At least for two weapon fighting I imagine you stabbing at the monster nearly simultaneously, especially with a stealth attack. Rapid attack obviously is not simultaneous attacks but I don't think we want to differentiate between the two and it is obviously fast enough that you get two attacks before even th fastest monster can react.

    Leave a comment:


  • half
    replied
    Originally posted by debo
    "Fixing" this actually makes little sense to me, and I think it will surprise newcomers who go for these builds. Rapid attack / two-weapon fighting makes it seem like you're striking twice in quick succession.
    I've changed it, but I'm happy to:

    1) go with the old way (monster wakes up after first attack but bonuses remain for later ones)
    2) go with the new way (monster wakes up after first attack so later ones get fewer bonuses)
    3) monster wakes up at the end of your set of attacks on it (so bonuses for all attacks).

    I *think* (3) shouldn't be that hard. My preference is for (2) or (3), but I don't really mind which. Obviously (2) makes rapid attack and two weapon fighting weaker for stealth characters, but I'm not sure if that is a problem or not.

    Thoughts?

    Leave a comment:


  • jujuben
    replied
    I think there might be a case for a higher level follow up skill (dual strike, perhaps) following 2 weapon combat, allowing for special attacks like charge and assassination to affect the off hand weapon. A further reduction in effective Str and Dex to both weapons could simulate the extra precision/timing needed for both to hit while at a momentum/stealth advantage and provide a way to keep things more balanced.

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  • debo
    replied
    Originally posted by half
    I'll fix both of these (making you lose the stealth bonus after the first attack).
    Nooooooooooooo!!!!!!!!!!!!!! Hahahaha

    I'm glad I got all the stealth builds out of my system!!!

    "Fixing" this actually makes little sense to me, and I think it will surprise newcomers who go for these builds. Rapid attack / two-weapon fighting makes it seem like you're striking twice in quick succession. I don't see why the stealth bonus shouldn't apply to both blows in this case.

    Looking forward to 1.0.3!!!

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  • half
    replied
    Just a quick note to apologise for my absence from the forums for a while. As you can see, I'm trying to catch up on things a bit. There isn't that much coding left to do before 1.0.3, and hopefully I'll find the time to do it.

    Now to catch up on all those characters that have been posted during the last month or so...

    Leave a comment:


  • half
    replied
    Originally posted by Jungle_Boy
    Small bug: It looks like staves of self knowledge do not work on weapons in your off-hand.

    Also, and I am not sure if this is a bug or not, with two weapon fighting and assassination you get the bonus to both attacks even though the messages seem to indicate the monster wakes up and notices you after the first one.
    I'll fix both of these (making you lose the stealth bonus after the first attack).

    Leave a comment:


  • half
    replied
    Originally posted by Jungle_Boy
    I've had a couple characters now who have been blocked by rubble from the forge on the second level I visit. That seems a little early to require a character to have found a digger, is there perhaps anyway to stop that from happening? Maybe make rubble not show up til 150'?
    That does sound unfortunate. I'll do something about it.

    Leave a comment:


  • Scatha
    replied
    We have some plans for how to keep orcs dangerous a little deeper into the dungeon, but they're unlikely to happen immediately because there are still lower-hanging fruit for improving the game.

    I suppose that Lug might be used, but (like Balcmeg) there's no indication that he was particularly special apart from the fact that he was given a name (unlike "Othrod a lord of the Orcs" or "Orcobal their chiefest champion").

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  • T-Mick
    replied
    Is Lug in the game? Perhaps he would do.

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  • HugoVirtuoso
    replied
    I like the idea of having some Orc types that are stronger than Wargs. IMO, future Sil versions could use new Orc uniques that are stronger than Othrond or Orcobal.

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  • T-Mick
    replied
    Wargs aren't that bad, but an Orc type that is more dangerous than them would be nice.

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  • jujuben
    replied
    Both are canon. White wolves have somewhat less source material, and are simply a particular type of wolf living in the north.

    Wargs are fully sentient, potentially demonic (depending on which sources you go with) wolves, which should definitely be non-trivial enemies. If they need toning down (I'm not sure they do), they should be no less dangerous than orc champions. Personally, I'd prefer to see them kept as is, and potentially add another variety or two of dangerous midgame orcs, if you could come up with a way to differentiate them from both earlier orcs, and easterlings

    Leave a comment:


  • debo
    replied
    Originally posted by half
    They are a bit too dangerous I agree. We're going to tone them back a little.
    I dunno -- I'm not sure if White Wolves were canon or an invention of yours, but if you just swapped the two w/out any gameplay changes, I'd probably be happy haha. I have no idea what a white wolf is, but it's conceivable that it might be that dangerous!

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  • half
    replied
    Originally posted by debo
    That, I will agree with I think I bashed purple molds a few pages back, but I can deal with them the way they are. Amnesia I definitely like!

    I still have some qualms about certain things, but it's more out of source material-ness than difficulty. Wargs are a big beef of mine -- IMO they are way deadlier than any orc in Sil, which I'm pretty sure wasn't implied in the books
    They are a bit too dangerous I agree. We're going to tone them back a little.

    Leave a comment:

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