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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