Has it just been one year since Sil was released? In honour of JRR Tolkien's birthday, Scatha and I would like to present the eleventy-one release!
Sil 1.1.1 is now available.
Headline features:
* Simplified rules for weight-based caps on your strength bonus
* New Melee ability: Momentum
* Changes to Cruel Blow, Crippling Shot, Knock Back, Opportunist
* New damage progression for bows
* 5 new artefacts
Full Changelist:
Sil 1.1.1 is now available.
Headline features:
* Simplified rules for weight-based caps on your strength bonus
* New Melee ability: Momentum
* Changes to Cruel Blow, Crippling Shot, Knock Back, Opportunist
* New damage progression for bows
* 5 new artefacts
Full Changelist:
Code:
- abilities
- Stun has been removed
- it was the least interesting melee ability and makes way for a new one:
- Momentum is a new Melee ability
- it allows you to use your strength to full effect on lighter melee weapons
- it works by doubling the effective weapon weight for the purposes of capping the str bonus
- Cruel Blow and Crippling Shot now allow the monster to make a Will check to avoid the effect
- the difficulty is 4 times your level of critical hit
- you can now trigger these on a level one critical hit, but have more chance for higher levels
- it is a lot easier to trigger these against low Will enemies
- Knock Back now has a different trigger
- you now roll a skill roll of your strength*2 vs your opponents con*2
- you get the effective strength modifiers from charge, rapid attack etc
- you get a +4 bonus for wielding you weapon with two hands
- Giants, Morgoth etc are now quite a bit harder to knock back, and small things are easy
- Opportunist now lets you have one last blow as an enemy tries to flee through the stairs
- very satisfying if you slay them and get their items
- combat system
- simplified the limits on how many damage sides your strength can add
- now it is always a limit equal to the weapon weight in pounds
- so any 4 lb item can have up to 4 bonus damage sides from strength
- used to be a side per 0.5 lb for thrown weapons and per 1.5 lb for two handed weapons
- display
- renamed "Long Corslets" to "Hauberks" (a term used occasionally in the works of Tolkien)
- fixed some minor anachronisms in artefact and monster descriptions
- including renaming Earendil's bow as he didn't have it at the time of Sil
- new automatic notes for
- falling through false floors
- falling through trapped stairs
- encountering uniques for the first time
- {special} item types you know about are now displayed in the object knowledge menu
- useful for narrowing down the options when you find a new {special} item
- interface
- allowed 't' to select closest/target when aiming
- makes throwing a little bit easier as you can leave a finger on the 't' key
- just as you can with 'f' and firing
- (note for keypad users: '5' also works)
- dungeon
- decreased the chance of trapped stairs during the ascent
- made Glyphs of Warding harder for monsters to break
- they used to require a successful monster Will check against difficulty 17
- now against difficulty 20
- this is very hard
- the first creature that can break it at all is Delthaur at 700 ft
- I encourage people to try to exploit these and see if they are too good
- monsters
- Silent Watchers can no longer keep you permanently knocked out
- the maximum amount of time they will knock you out for is 5 turns
- this is how it was always meant to be
- sorry to those who never regained consciousness!
- Balrogs now drop an extra item when slain
- Shadow mold spores were treated as mixed elemental (dark) damage in some parts of the code and pure in others
- this resulted in some misleading info in the hit rolls window
- I've moved them to simply do mixed elemental damage
- i.e. an extra die when you are not-resistant
- it would have been much harder to make them the only melee pure elemental attack
- songs
- bonuses from songs can now never be negative
- the Song of Este now always at least doubles your regeneration
- items
- changed bow damage from (1d7), (1d9), (2d7) into (1d7), (2d5), (3d3)
- now very similar to the swords
- should make extreme archery against Morgoth less powerful
- made Dragon-horn Longbows twice as common as before
- staffs of light appear earlier, where they might be a bit more useful
- staffs of sanctity are a touch more likely to appear deeper in the dungeon
- lesser jewels appear earlier and no longer break when thrown
- moved Galvorn Armour from [-1, 2d4] to [-1, 1d8] to be more different to Mithril Corslets
- {special} items
- spider-slaying weapons now also glow if a web is (very) near
- artefacts
- added:
- The Mithril Helm of Ecthelion (for Psi)
- The Kite Shield of the Swan
- The Hauberk of Nevrast
- The Boots of Irime
- The Mail Corslet of Gundor
- modified:
- The Shortbow of Celegorm
- The Spear of Ogbar
- The Great Axe of Nogrod
- made some artefacts about 50% rarer:
- The Corslet of Fingon
- The Robe of Idril
- The Hauberk of Maedhros
- removed tridents
- they weren't useful and weren't really used in combat in Beleriand
- bug fixes
- many monsters were having occasional trouble with doors due to a subtle off by one error
- the Polearm Mastery bonus attack couldn't trigger Knock Back properly
- this should now be a powerful combination
- sometimes guaranteed good or great items (particularly greaves) were failing to become {special}
- feanorian lamps of brightness and lesser jewels of brightness didn't glow enough on the ground
- wielding a proficient weapon (e.g. axes for dwarves) used to give a bonus to throwing a different weapon
- platform specific
- linux version
- changing the fonts or gamma in the silx file should now work properly in X11


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