One big one you've missed is the complete transformation of "spellcasting".
IMHO you have broken the rules to such an extent that I'm not sure if I would call Sil an Angband variant. I would say that your breaking of rules has been wildly successful, and you should not hesitate to break more if it seems like the right thing to do.
As a variant maintainer who is planning a new variant with radical differences, Sil has left my by turns inspired and annoyed - you have set the bar rather high. I am actually staying away from Sil for now, because I want to get Beleriand basically complete before "taking inspiration" (ie stealing features) from Sil.
Breaking the Rules
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(1) No preserve mode *and* no special feelings (if you miss an artefact, you miss it)
(2) No piles on the floor (items spread out and can be lost)
(3) No 'squelch' mode of any kind
(4) No perfect trap detection
(5) Time limit, so you can't set your own pace
(6) You can't wait and get the same great artifacts each game (you can only find about 20% of them each game)
(7) No limitless healing (c.f. stacks of CCW in town)
(8) No teleportation
(9) No perfect escapes, and very few escapes of any kind
(10) No stat gain
(11) No increasing HP with level
(12) Multiple attacks per round is the exception rather than the rule
(13) No easily acquirable speed (max of speed +5 in V terms, and almost no permanent sources)
Why yes, but I've wailed about that before (time limit and lack of escapes).
But some of the other changes that, if I hadn't played, I would think would frustrate me a lot, don't bother me at all in Sil (like no piles, squelch, or preserve mode).
No limitless healing does make things hard and more frustrating, but to me that one is more of a 'fun challenge' kind of frustrating whereas the time limit is the 'I don't want to play this anymore' kind of frustrating. The lack of escapes is somewhere in between the two...Leave a comment:
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Multiple attacks are Angband's sort-of equivalent to dual-wielding: incredibly silly but everyone loves it anyway. But so long as it isn't taken to extremes, I mostly view multiple-attacks as simply compressing combat into fewer turns -- you take a few whacks at the monster, then they take a few whacks at you, instead of you each trading blows one at a time.
For most purposes, that combat compression is the same as increasing damage relative to health, since the relevant thing is how often you (and the monsters) get to make decisions.
Multiple attacks per round have a couple of other effects: they increase message spam (which is generally bad) and decrease the variance of combat (which can in any case be tweaked by varying the combat mechanics, but is a more subtle thing to notice than damage if you're trying to find similar systems in effect where one uses multiple attacks per round, and the other not).Leave a comment:
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As someone who has yet to try Sil, here's my thoughts:
(2) No piles on the floor (items spread out and can be lost)
(3) No 'squelch' mode of any kind
(4) No perfect trap detection
(5) Time limit, so you can't set your own pace
(6) You can't wait and get the same great artifacts each game (you can only find about 20% of them each game)
(7) No limitless healing (c.f. stacks of CCW in town)
(8) No teleportation
(9) No perfect escapes, and very few escapes of any kind
(10) No stat gain
(11) No increasing HP with level
(12) Multiple attacks per round is the exception rather than the rule
(13) No easily acquirable speed (max of speed +5 in V terms, and almost no permanent sources)
I do have to say that a lot of these changes (though not all of them) are to things that are so entrenched in Vanilla that I doubt they'll ever change. Particularly HP, speed, and the availability of escapes. However, the Vanilla devteam is actively working on several of the other points.Leave a comment:
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Breaking the Rules
Sil breaks a number of long held rules in the Angband community. Many of these rules are so firmly entrenched that there have been multiple threads in which someone suggests changing them and is shot down by the community. For some of my changes, the rules were a bit less applicable given the differences between the games (e.g. Sil's shorter duration). In other cases, I just decided that they had become dogma, and the game would be better if they were broken. I decided not to mention them at Sil's launch for fear of biasing people against it, but given some time and its good reception, I thought I'd ask what people think of these controversial changes that I snuck into Sil.
(1) No preserve mode *and* no special feelings (if you miss an artefact, you miss it)
(2) No piles on the floor (items spread out and can be lost)
(3) No 'squelch' mode of any kind
(4) No perfect trap detection
(5) Time limit, so you can't set your own pace
(6) You can't wait and get the same great artifacts each game (you can only find about 20% of them each game)
(7) No limitless healing (c.f. stacks of CCW in town)
(8) No teleportation
(9) No perfect escapes, and very few escapes of any kind
(10) No stat gain
(11) No increasing HP with level
(12) Multiple attacks per round is the exception rather than the rule
(13) No easily acquirable speed (max of speed +5 in V terms, and almost no permanent sources)
I've probably forgotten some, but this is a good list to start with. What do you Sil players think about these? Are any of them great changes? Do any of them seriously frustrate you? Did you even notice them? Is there anything for Vanilla to learn from this?Tags: None
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