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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