Sil 1.1
Collapse
X
-
Not for me. With smithing there is a breakpoint at 12 where you can make the rather desirable Round shield of Deflection [+2,1d3] and at 13 where you make =Accuracy(+2). After that You just want to get smithing as high as possible for making artefacts. With smithing times now so long, you cannot afford to waste time on stuff of limited use.
If that is the case then smithing scores will come right down which coupled with all the increased costs may make smithing a bit pointless. You need to be able to make kit considerably better than the standard artefacts to make up for the 20k+ XP invested in the smithing skill. But as you say, we'll see how it plays.Comment
-
If this is correct, it sounds like we should reduce the smithing times a bit (or perhaps reduce them for non-artefacts). I'm not sure, though. If you make 20 items of average difficulty 20 over the game, that's 4,000 turns -- only about 15% of your limit. That shouldn't be a big impact on your game. Anyhow, let's see how this plays. I've had some success with characters without Artifice, too -- with Artistry, the items can get pretty good.
That's not exactly right. Smithing gives you versatility, so you can always be upgrading the slots with the weakest items (I'm not sure I've ever seen a character who had an artefact for every slot). For many characters by the endgame 20,000 experience is 5 points in melee and evasion, so if you can get 5 stat points better spread across your equipment you'll roughly be breaking even. And a more modest smithing investment would give a correspondingly modest goal to break even.
Well... until it gets nerfed again.Comment
-
Look at it this way -- because they keep nerfing the ways people use to win, the game stays challenging. Eventually you'll be down to trying to beat the entire thing armed only with a stick. At which point they'll nerf stealth builds.Comment
-
Hey -- sticks got a buff in this release! I've found some pretty awesome sceptres alreadyGlaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'Comment
-
It is possible that this is the old "quits silently on startup" bug that has been there since launch, though that only seems to affect about 10% of Mac users and I hadn't heard of a previous version working and then one stopping working. It seemed to be all or nothing. Nick (of FA fame) had a go at debugging that but we didn't solve it.Comment
-
It should be working (and worked when I tested the downloaded version). Did you have any previous versions running on that machine? My machines are running 10.6.8, so I'm not certain about 10.7. Anyone else have ideas?
It is possible that this is the old "quits silently on startup" bug that has been there since launch, though that only seems to affect about 10% of Mac users and I hadn't heard of a previous version working and then one stopping working. It seemed to be all or nothing. Nick (of FA fame) had a go at debugging that but we didn't solve it.Last edited by mtadd; September 4, 2012, 18:06.Comment
-
I know some people are probably upset with the changes to smithing, but I'm more inclined to try it now. Before, I never bothered with smithing, because I knew that I probably wouldn't find enough forges to make it worth my effort. Now that they're more common (And they most certainly are) a light investment seems like it would be worth my time.Comment
-
It appears that the call to GetNewMBar(128) fails in init_menubar(), because Sil.rsrc is a zero-length file. I don't know why the call to Rez is failing to create a valid resource file without reporting any errors.Comment
-
I like the new interface for Smithing, but the fact that it acts differently from the skills menu is a little unexpected; probably the two should be unified.Comment
-
That actually depends on your playstyle. Forges are half as common as they were, but you are now guaranteed them if they haven't been generated within a certain time period. Therefore if you play most of your game shallower where forges are less common, then you will see more than you did before because of the guaranteed ones, however if you spend more of your time deeper, then you will find less than you used to.
My current attempt took his first smithing points at 500' after finding a mithril longsword he could melt down into a Feanorian Lamp. Not attempted a build like this beforeComment
-
A thought I had while talking to some beginner players last night is that I don't really know what the easy-build-for-newbies is. It obviously used to be charge, but this version regardless of relative power, charge is much more complex. Explaining what charge actually does for you and how to utilise it requires a knowledge of weapon weights and how strength interacts with it, which while the manual/tutorial does a good job of explaining, a new player just wants to play the game rather than try to understand the mechanics. Another thing is that it disables the pack AI, which is an important thing in the game to figure out. So after thinking about it a little, I might actually say not to use charge for new players.Comment
-
That actually depends on your playstyle. Forges are half as common as they were, but you are now guaranteed them if they haven't been generated within a certain time period. Therefore if you play most of your game shallower where forges are less common, then you will see more than you did before because of the guaranteed ones, however if you spend more of your time deeper, then you will find less than you used to.Comment
Comment