I (finally) won my Sil 1.1.1 game. Here are some random thoughts and observations I gleaned along the way:
I tried a build where I saved experience points by smithing alternatives: +2 Accuracy rings, Helm of Lore Mastery, a Sharp weapon. This actually worked pretty well right up to the throne room, where I hit an interesting snag: I could not get the second silmaril out of the crown without using a sharp weapon, but the crown would break my sharp weapon if I used it. So I needed to have smithed *two* sharp weapons. I'll remember that if I ever try that build again.
Polearms are a lot of fun to play, but despite a great deal of practice, they seem inferior to standard swords or axes. I think a Glaive should be a 2d10 weapon, just as Halberds were in the original release. They would still be inferior, but it would be better. [Admittedly, smithing one with a brand on it is then pretty powerful, but that is already pretty powerful.]
I like the change to make the damage-die-sides/strength/weight calculation be consistent for all weapon types. It seems to me that all 2-handed weapons ought to get an across-the-board addition of one damage side to their base to differentiate them more from hand-and-a-half weapons and to give a solid reason to prefer them.
I think the skill "Heavy Armor Use" should be changed. The current "1dX" protection just isn't enough to make it worthwhile. Instead, I think it should reduce the evasion penalty of armor by one, per point of strength. This makes more sense to me: high strength allows one to not be so encumbered by the armor, and this "Evasion" ability would then be about evasion, not protection.
It would be nice to be able to trade the starting stat points for experience points. I've had a couple of melee builds where I wind up with one extra stat point, which I throw into Grace because I can't do anything else with it. It would be nice to have the option of eating the stat point and starting with an extra 1000 experience. Indeed, I envision starting with 18,000 experience, and being able to buy stat points at 1000 experience apiece, up to a maximum of 13 points. Much the way Vanilla Angband does with stat points and starting gold.
I tried a build where I saved experience points by smithing alternatives: +2 Accuracy rings, Helm of Lore Mastery, a Sharp weapon. This actually worked pretty well right up to the throne room, where I hit an interesting snag: I could not get the second silmaril out of the crown without using a sharp weapon, but the crown would break my sharp weapon if I used it. So I needed to have smithed *two* sharp weapons. I'll remember that if I ever try that build again.
Polearms are a lot of fun to play, but despite a great deal of practice, they seem inferior to standard swords or axes. I think a Glaive should be a 2d10 weapon, just as Halberds were in the original release. They would still be inferior, but it would be better. [Admittedly, smithing one with a brand on it is then pretty powerful, but that is already pretty powerful.]
I like the change to make the damage-die-sides/strength/weight calculation be consistent for all weapon types. It seems to me that all 2-handed weapons ought to get an across-the-board addition of one damage side to their base to differentiate them more from hand-and-a-half weapons and to give a solid reason to prefer them.
I think the skill "Heavy Armor Use" should be changed. The current "1dX" protection just isn't enough to make it worthwhile. Instead, I think it should reduce the evasion penalty of armor by one, per point of strength. This makes more sense to me: high strength allows one to not be so encumbered by the armor, and this "Evasion" ability would then be about evasion, not protection.
It would be nice to be able to trade the starting stat points for experience points. I've had a couple of melee builds where I wind up with one extra stat point, which I throw into Grace because I can't do anything else with it. It would be nice to have the option of eating the stat point and starting with an extra 1000 experience. Indeed, I envision starting with 18,000 experience, and being able to buy stat points at 1000 experience apiece, up to a maximum of 13 points. Much the way Vanilla Angband does with stat points and starting gold.
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