Sil 1.1.1

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  • half
    Knight
    • Jan 2009
    • 910

    #46
    Originally posted by clouded
    Monsters still seem to be having trouble with doors, the behavior where they bounce back and forth infront of one, unable to go through. Seems most common in giants and rauko in my experience.
    I checked out your savefile and what was happening was that a Gwathraukar wasn't opening a door because unwary monsters (i.e. wandering monsters) don't open the doors to/within interesting rooms or vaults. If I remove this rule, some bad things happen, including having the monsters within the room disperse before the player gets there. You don't normally see this in action (unless you are stealthy and/or use Listen), but I agree that it isn't ideal. I might try to work out a better way of dealing with this in the future. For example, when I move to individual monster 'flows' I could at least have them pathfind around doors they don't want to open.

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    • half
      Knight
      • Jan 2009
      • 910

      #47
      Originally posted by nryut
      I also often see fleeing monsters that don't know where to flee in obvious situations.

      Not sure if this particular one has anything to do with the door, but this easterling was standing still there the whole time I was making a pincushion for arrows from him (he was 'fleeing' all the time, too!) see screenshot: https://www.dropbox.com/s/uobl1500wz...leeing-bug.png
      This sounds different to clouded's case. I'm not sure what is going on here and will look out for it. For the record, there have always been a few stupidities in Angband style monster fleeing. Some of these remain in Sil. I'm not sure if this is one of them though.

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      • WaveMotion
        Apprentice
        • Apr 2012
        • 53

        #48
        In general it seems that monsters with the ranged AI (e.g. orc archers, easterling archers) try to maintain los contact even when fleeing in certain cases.

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        • half
          Knight
          • Jan 2009
          • 910

          #49
          Originally posted by WaveMotion
          In general it seems that monsters with the ranged AI (e.g. orc archers, easterling archers) try to maintain los contact even when fleeing in certain cases.
          Thanks. I'll look into that.

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          • Psi
            Knight
            • Apr 2007
            • 870

            #50
            Any chance of Sil appearing on Android? Its cutdown commands, and smaller FoV requirements would seem ideal for the platform.

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            • Scatha
              Swordsman
              • Jan 2012
              • 414

              #51
              Originally posted by Psi
              Any chance of Sil appearing on Android? Its cutdown commands, and smaller FoV requirements would seem ideal for the platform.
              Good question. I think half and I would be happy to see someone port Sil to Android, but we won't be doing this ourselves. It might be more natural to do this after the game has tiles (in that it would then be accessible to a larger audience).

              When we get tiles, we're also thinking of experimenting with smaller levels, which would further reduce the FoV requirements (helpful as the tiles are generally larger than ascii).

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              • WaveMotion
                Apprentice
                • Apr 2012
                • 53

                #52
                Do stat-sustain items only increase the difficulty of stat drain? Just got drained by a nether worm while wearing an Amulet of the Blessed Realm <+0>…

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                • debo
                  Veteran
                  • Oct 2011
                  • 2402

                  #53
                  All resistances / sustains in Sil give you +10 to the relevant skill check. If you have low will, stat drains, free action, fear resist etc are still reasonably dangerous.
                  Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

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                  • HallucinationMushroom
                    Knight
                    • Apr 2007
                    • 785

                    #54
                    Does danger increase the odds of the dungeon generating more interesting rooms and vaults? I lugged danger with me on purpose with my Wiggins character from rather early in the game, and it seemed like every level had lots of good rooms. Was this a coincidence, or do the two go hand in hand?
                    You are on something strange

                    Comment

                    • half
                      Knight
                      • Jan 2009
                      • 910

                      #55
                      Originally posted by HallucinationMushroom
                      Does danger increase the odds of the dungeon generating more interesting rooms and vaults? I lugged danger with me on purpose with my Wiggins character from rather early in the game, and it seemed like every level had lots of good rooms. Was this a coincidence, or do the two go hand in hand?
                      Just a coincidence, I'm afraid.

                      Comment

                      • HallucinationMushroom
                        Knight
                        • Apr 2007
                        • 785

                        #56
                        Ah, thanks! I was considering making treacherous path boots on purpose. I guess they may still be worth it for the higher xp monsters, but probably a silly idea.
                        You are on something strange

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                        • half
                          Knight
                          • Jan 2009
                          • 910

                          #57
                          Originally posted by HallucinationMushroom
                          Ah, thanks! I was considering making treacherous path boots on purpose. I guess they may still be worth it for the higher xp monsters, but probably a silly idea.
                          Danger increases the depths of all generated monsters by one level (50 ft). This is the standard way to think of it. However, you can also think of it as meaning that you keep the challenge level fixed by playing at 50 ft shallower than you otherwise would have, making all treasures worse by 50 ft. Looked at this way I think Feanorian blades seem less like a good idea.

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                          • taptap
                            Knight
                            • Jan 2013
                            • 710

                            #58
                            Would it be possibly to have the death message accessible via the savefile because I invariably on impulse don't save the chardump but press ESC after a stupid death?

                            Is there any chance to reconfigure my keyboard (i have no diagonals on my laptop and using the numbers instead is tedious and error-prone).

                            Comment

                            • WaveMotion
                              Apprentice
                              • Apr 2012
                              • 53

                              #59
                              Originally posted by taptap
                              Is there any chance to reconfigure my keyboard (i have no diagonals on my laptop and using the numbers instead is tedious and error-prone).
                              The way for non-numpad players to get diagonals is for them to go to the Options menu and turn on the "roguelike keys", described in the help screens when you press '?'. It'll seem at first like a counter-intuitive way to move around, but you'll soon get used to it and you'll love how you'll never have to move your hands off the keyboard.

                              Comment

                              • half
                                Knight
                                • Jan 2009
                                • 910

                                #60
                                Originally posted by WaveMotion
                                The way for non-numpad players to get diagonals is for them to go to the Options menu and turn on the "roguelike keys", described in the help screens when you press '?'. It'll seem at first like a counter-intuitive way to move around, but you'll soon get used to it and you'll love how you'll never have to move your hands off the keyboard.
                                I was surprised when my laptop based players told me they were just using the number keys at the top of the keyboard for diagonals, but when I tried it I found it very easy to get used to. In my experience arrows plus number keys is easier than hjkltybn -- at least so long as you aren't worrying about diagonal movement when not in combat.

                                Keypad is significantly better than either for me. Also note that Sil has a very streamlined interface. You can almost do everything with one hand on the keypad and the other on Shift/Alt/Control modifier keys. The main exception is 'u' and maybe I should have an alternate key for that.

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