Sil 1.1

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  • Philip
    replied
    I distinctly remember that shift used to mean the run command. Now it doesn't. What's going on here?
    EDIT: NumLock, it seems.
    Last edited by Philip; September 23, 2012, 07:40.

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  • half
    replied
    Originally posted by clouded
    I found a feanorian lamp of brightness, which didn't auto-ID after wielding it. Am I forgetting how stuff works or is this indeed a bug?
    That's a bug. One I've already made a note of, but haven't yet fixed. It only seems to happen for Feanorian lamps as they already glow.

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  • clouded
    replied
    I found a feanorian lamp of brightness, which didn't auto-ID after wielding it. Am I forgetting how stuff works or is this indeed a bug?

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  • Psi
    replied
    Originally posted by HallucinationMushroom
    When the game crashes when you hit +100 melee bonus please to let us all know! I'm assuming your going for song of slaying woven with sleep to eek out an assassination bonus cherry on top. If you're not, I'll lay off the vision herbs.
    Yes, I'm going for Lorien to get the assassination bonus and hopefully keep V on -5 evasion as much as possible. I won't be weaving slaying with it though as I don't think there is anywhere near enough experience in the game to get song and stealth high enough to pull that off. I guess I will weave silence in.

    A smith might be able to pull it off, but I'm finding them hard to build at the moment.

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  • half
    replied
    Originally posted by nryut
    Doesn't it also affect Shadows' darkness touch?
    Touch attacks always ignore armour, but it doesn't do the other funny stuff (such as automatic hit, no criticals) that is causing the (display) problem with shadow molds. High evasion is a good way to deal with Shadows.

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  • nryut
    replied
    Originally posted by half
    only affects shadow molds
    Doesn't it also affect Shadows' darkness touch? I didn't pay attention to the numbers at the time, but my encounters with Shadows are usually pretty brutal if I can't either escape or take them out from afar with archery. Especially if I happen to wear this amulet that would bring a Shadow onto you at, like, 200ft.

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  • half
    replied
    Originally posted by nryut
    How is "darken" damage supposed to work?

    Currently there seems to be a discrepancy between what the combat rolls window shows and what damage the character actually takes.

    For example, I had light radius 4 and fought a shadow mold. The combat rolls window would show "1/4 then" and net damage would be shown as divided by four, but the actual hp hit taken by the character was full on, without the decrease—four times greater than the combat rolls window showed!
    Thanks for pointing this out. It is a bug, but only affects shadow molds. There is some confusion in the code over how spore damage is supposed to work. It always hits and never criticals, and ignores protection: pretty much like pure elemental damage from breaths, but it is done as a melee attack. This confusion has introduced a bug here as my changes to the elemental damage have interfered with this odd case. In the future it will be fixed, but also there are likely to be changes to how melee elemental damage work to make it more like pure damage.

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  • debo
    replied
    Originally posted by Psi
    Thanks! I haven't tried debug mode in Sil yet.
    Like everything else in Sil, it's really well done I know a lot of it was inherited from NPPAngband, but I think some of the coolest stuff was added by half (noise-level display? So awesome.)

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  • Psi
    replied
    Originally posted by debo
    I find this helps me work out if a certain strategy is going to be viable at depth X
    Thanks! I haven't tried debug mode in Sil yet.

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  • debo
    replied
    Originally posted by Psi
    Thanks - that might be the way to go then! With my low evasion and protection I am having some trouble with monsters who survive the first blow.

    I must admit, it is very satisfying being chased and suddenly your pursuer just stops and you can stealthily stab them too death...
    You might already know this, but if you're ever curious about how a particular scenario could work do:

    ctrl-a

    answer 'Gondolin'

    At that point, you can:

    ctrl-e to adjust stats/experience
    ctrl-j to jump to a particular floor
    ctrl-c to create basic stuff you need

    (and a lot more)

    I find this helps me work out if a certain strategy is going to be viable at depth X

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  • Psi
    replied
    Originally posted by debo
    I just did it with a debug-mode character. Singing Lorien, I assassinated a serpent -- it reeled and fell asleep all in the same turn.
    Thanks - that might be the way to go then! With my low evasion and protection I am having some trouble with monsters who survive the first blow.

    I must admit, it is very satisfying being chased and suddenly your pursuer just stops and you can stealthily stab them too death...

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  • debo
    replied
    I just did it with a debug-mode character. Singing Lorien, I assassinated a serpent -- it reeled and fell asleep all in the same turn.

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  • Psi
    replied
    Originally posted by Scatha
    I think Song somewhere in the high 30s would be enough to lull him back at least to unwariness in one go about half the time. It's a good rate of return with extra Song at that point, too: by the low-mid 40s he will very rarely be able to focus, and often nod off. I think Song 49 would be enough to stop him ever keeping his attention on you.
    That is a lot of song. Even if I find perfect kit, like Nimphelos, Maglor and that new Crown with +4, I am still going to have to invest 30ish points in song to get close to being safe. I wonder if I will have to throw in a distraction like mastery or cruel blow? Which begs the question, can a reeling monster become unwary/asleep?

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  • nryut
    replied
    How is "darken" damage supposed to work?

    Currently there seems to be a discrepancy between what the combat rolls window shows and what damage the character actually takes.

    For example, I had light radius 4 and fought a shadow mold. The combat rolls window would show "1/4 then" and net damage would be shown as divided by four, but the actual hp hit taken by the character was full on, without the decrease—four times greater than the combat rolls window showed!
    Last edited by nryut; September 19, 2012, 04:29.

    Leave a comment:


  • Patashu
    replied
    Originally posted by HallucinationMushroom
    Should cursed weapons be disarm-able? I abused orc captain behavior to disarm a detestable vampiric short sword I chanced upon wearing. The scene I conjure up for this is humorous, like punching acid worms to remove gloves of weakness.
    This is a good Secret Tech

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