Sil screencasting / let's play

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  • debo
    replied
    That character isn't really indicative of how hard it is to play a brawler -- Saithnar is borderline ez-mode when you can find it in time to adjust your build for it. I was very lucky to get it.

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  • Rainmaker
    replied
    Thanks so much Debo! I've been rolling some brawlers recently but can't seem to get too far down(~700ft) good to see that it pays off if you get there.

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  • debo
    replied
    New video: http://www.youtube.com/watch?v=o-Bsl_HGMsU

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  • debo
    replied
    Sorry for the long wait, I've had zilch for bandwidth for the last little while.

    Next video is uploading, will be live in abt an hour here: http://www.youtube.com/watch?v=nCPZF1vEbCE

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  • debo
    replied
    And for those of you who haven't seen this, fizzix started a TOME4 set of videos which is SO COOL!!! I've always wanted to play TOME4 but never had the time!!

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  • debo
    replied
    OK new episode is out: http://www.youtube.com/watch?v=196HPnTTNkU

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  • debo
    replied
    Sorry lol

    It's uploading now, should be ready in an hour or so. It will be available here:

    Edit: Ack, the upload failed overnight. I'll have to try again later
    Last edited by debo; June 27, 2013, 11:24.

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  • HallucinationMushroom
    replied
    Not cool, Debo. I keep hitting refresh all day at work.

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  • Starhawk
    replied
    Originally posted by half
    I'm pretty sure I won't do this. I'm very happy with the limited range of weapons in Sil and am not interested in solutions to this rather small problem that involve adding things. The design philosophy of Sil is much more about subtracting things (e.g. removing special item types from throwing weapons).
    Thank goodness for that. What would be the point of carrying around daggers that you can't throw?

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  • debo
    replied
    Originally posted by half
    Sorry for derailing your thread debo!
    No worries It didn't really have rails to begin with. It looks like some progress was made on thinking about throwing weapons, which is great!

    In recent news, I have a new (very long) episode to upload, just have to find a clear block of time to do it. Should be in the next 24 hrs!

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  • half
    replied
    I should clarify that I see this as a small problem. Throwing works at the moment, it is just not quite as useful or as good interface-wise as it could be. I think it is already better than in most roguelikes, and I'm not sure there is that much room for improvement. For example, even if Sil had the best throwing system of all roguelikes, my guess is that people would still not use throwing weapons much.

    I'm thus not considering solutions that involve much coding time or adding complexity or new systems to the game. For example, adding a V style quiver would mean both a lot of coding and a brand new additional system in the game. Also, while it would add realism to throwing item inventory management, it would then make the user question why staffs or herbs don't work the same way.

    I'm just looking for a small tweak that fixes most of the problem. Increasing stack sizes and removing some of the special types are good examples. I'll do these and might do something else of the same ilk too.

    Sorry for derailing your thread debo!

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  • debo
    replied
    Originally posted by half
    I'm pretty sure I won't do this. I'm very happy with the limited range of weapons in Sil and am not interested in solutions to this rather small problem that involve adding things. The design philosophy of Sil is much more about subtracting things (e.g. removing special item types from throwing weapons).
    Yeah I'd rather the weapon types stay the way there are as well. The idea of javelins and throwing knives rubs me the wrong way. I'm a viking, not a decathlete!

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  • taptap
    replied
    I agree somewhat with Derakon... separating them would be the easiest way BUT (even if Sil is not at all simulationist):

    I simply don't see what a hand axe as opposed to a battle axe is supposed to be. Workable battle axes had fairly small heads as opposed to oversized depictions so common in fantasy, I don't see how you find a smaller axe category. Most common axes for wood splitting etc. have in fact a larger head than battle axes. (You want gravity to help you when splitting wood etc. but you want a weapon more balanced.)

    I usually don't use daggers other than daggers of accompaniment when found early or the sharp artefacts.

    For spears one of the attractions is that you can use them both ways, especially with slays and with the branded artefacts. Dividing javelin/spear will lose that - and most likely both categories will be used less. Spears are also realistically the easiest throwing weapon most comfortable for dual use, you don't need specially balanced weapons which rotate and need special training to hit point first with a spear.

    To conclude: I tend to divide daggers / throwing knives, make throwing axes a dedicated throwing weapon (or get rid of them altogether) and keep spears as they are.

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  • Nick
    replied
    Another option would be to have a quiver-style dedicated slot where you could keep a few different types of throwing weapon.

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  • half
    replied
    Originally posted by debo
    What if you just kept all the fine/special stuff the same, but simply increased the average stack size for daggers, spears, and throwing axes? That way I can choose between carrying around e.g. 10-12 vanilla spears, or five fine spears of doriath?

    Also, throwing axes could definitely stand to have some of their special types trimmed IMO. A throwing axe that gives whirlwind or follow-through is not very useful, even if we are considering using them as melee weapons in certain situations.
    Good points!

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