Sil 1.1.1

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • Scatha
    replied
    Originally posted by nryut
    half, it seems that you forgot to include boots of radiance in special.txt...
    Actually this was tested and decided against. The flag does appear on some artefact boots, though. The error was leaving the comment that it could appear on boots in special.txt.

    Leave a comment:


  • nryut
    replied
    By the way, do Daggers of Murder grant Assassination bonus when thrown? I guess not, but it would be cool if they did.

    Leave a comment:


  • nryut
    replied
    half, it seems that you forgot to include boots of radiance in special.txt...

    Originally posted by half
    A character with charge and Str 4 will probably want a greatsword that is at least 7 lb (i.e. not lighter than usual).
    But then he takes Momentum and greatswords are useless again :-(

    Leave a comment:


  • half
    replied
    Originally posted by nryut
    Yay for the new release!
    The change list is quite cool.
    It's kinda sad, though, that heavy weapons lost their utility -- it was an interesting choice to make with Stun and Knockback dependent on weight. It looks like in the new version a greatsword, in most cases, will be strictly inferior to a bastard sword -- even if you employ Charge.
    It is true that bastard swords will be better relative to greatswords with this change than before, and they they will still be good at higher strengths than we'd ideally like. This was part of the drawback to simplifying the rule (which quite a few people asked for). It will definitely make things simpler for new players though.

    As to your exact wording, a typical bastard sword in Sil weighs 4 lb. Charge gives a +3 str bonus. So for a charging Str 2 character, a greatsword will probably do more damage (at least before criticals). About 45% of bastard swords weigh less than 4 lb, so for those even a charging Str 1 character might prefer the greatsword. A character with charge and Str 4 will probably want a greatsword that is at least 7 lb (i.e. not lighter than usual). I think there will still be quite a bit of play where people would like weapons even heavier than 7 lb. Also, there are potions of strength and herbs of rage to consider, which also give bonuses to strength, as well as many pieces of equipment.

    Leave a comment:


  • debo
    replied
    Originally posted by Scatha
    Note we're not claiming that Stun was bad. It was just not very interesting for the complexity. Actually most of us probably knew what it did, so had absorbed the complexity cost -- the benefit will be larger for new players.
    What DID it do?!?!?! hahahaha

    I used it all the time but wasn't sure what the exact effect was. I really just liked seeing the 'ssssss----' as the enemy's HP bar, that was very sssssatisfying.

    I still think momentum is more fun -- chasing damage sides with a heavy-hitter is just as exciting as chasing more '!!!!!!!!!!!!!!' hits as an assassin-type character.

    Leave a comment:


  • Scatha
    replied
    Note we're not claiming that Stun was bad. It was just not very interesting for the complexity. Actually most of us probably knew what it did, so had absorbed the complexity cost -- the benefit will be larger for new players.

    Leave a comment:


  • Qyx
    replied
    Beautiful!

    And I thought Christmas was over!

    Leave a comment:


  • WildKhaine
    replied
    Personally, I liked Stun. When going for the Str pt from Melee, I always preferred it to Knock Back. Such a pain having to run after stuff.

    Leave a comment:


  • HugoVirtuoso
    replied
    Originally posted by nryut
    Yay for the new release!
    The change list is quite cool.
    It's kinda sad, though, that heavy weapons lost their utility -- it was an interesting choice to make with Stun and Knockback dependent on weight. It looks like in the new version a greatsword, in most cases, will be strictly inferior to a bastard sword -- even if you employ Charge.
    Actually, Mithril Greatswords are probably the best weapons for 'Momentum' characters.

    Speaking of 'Stun' and how it's the least impressive Melee ability, I was a big fan of it. For some reason, I always thought it made monster attacks and defenses weaker.
    Last edited by HugoVirtuoso; January 4, 2013, 00:28.

    Leave a comment:


  • nryut
    replied
    Yay for the new release!
    The change list is quite cool.
    It's kinda sad, though, that heavy weapons lost their utility -- it was an interesting choice to make with Stun and Knockback dependent on weight. It looks like in the new version a greatsword, in most cases, will be strictly inferior to a bastard sword -- even if you employ Charge.

    Leave a comment:


  • HugoVirtuoso
    replied
    Originally posted by Nick
    Look up Born on this Day


    ^ This!

    (Indeed Sil was born on this day [Jan 3rd] exactly 1 year ago!)

    Leave a comment:


  • Nick
    replied
    Originally posted by HugoTheGreat2011
    Did anyone realize that it has been 1 year (more or less) since Sil 1.0 had been released ?
    Look up Born on this Day

    Leave a comment:


  • Derakon
    replied
    Are they underrated in the sense of being too weak, or in the sense that the groupthink tends to avoid using them? I seem to recall a post saying that they were very useful if you bothered to invest in them. The two have very different fixes: one requires changes to the game, the other to the players.

    Leave a comment:


  • HugoVirtuoso
    replied
    Originally posted by Scatha
    This is an incidental nerf, but you can recover the old behaviour if you take Momentum.

    (If necessary we can buff throwing weapons somehow in the future, but we'll leave that for now.)
    IMO, throwing weapons (throwing axes and Spears) and Throwing Mastery are *very* underrated and could use a major buff in future Sil releases for sure.

    Just adding my two cents.

    Leave a comment:


  • Scatha
    replied
    Originally posted by debo
    The only thing I'm a bit sad about is the strength bonus rule to throwing weapons, as they were already sort of hard to justify keeping around and this is a teeny bit of a nerf.
    This is an incidental nerf, but you can recover the old behaviour if you take Momentum.

    (If necessary we can buff throwing weapons somehow in the future, but we'll leave that for now.)

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎