Sil : Suggestions

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  • HallucinationMushroom
    Knight
    • Apr 2007
    • 785

    #31
    That sounds like sweet music. If 1 in 20 were non-territorial, you'd have a sporting chance!
    You are on something strange

    Comment

    • debo
      Veteran
      • Oct 2011
      • 2402

      #32
      Don't make me find where you live and kill you.

      A single non-territorial shadow spider would pretty much have me ragequit from Sil forever
      Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

      Comment

      • taptap
        Knight
        • Jan 2013
        • 710

        #33
        Originally posted by debo
        yeah, those weapon weights made a lot more sense when it was 1.5lb per point of str per damage side. Also I think knockback used to depend on weapon weight, I'm not sure if it still does?
        Nah, even with momentum it can be handy to have more than 5 lb if you are really strong (and don't want to take rapid attack to handle more strength). Knockback is exclusively strength now. It probably should be the effective strength bonus you have for your weapon.

        Comment

        • HallucinationMushroom
          Knight
          • Apr 2007
          • 785

          #34
          Fine FINE. Forget I said anything... most people just auto-ignore me anyway so a response is more than I could hope for, to be honest. Haha.

          Still, something to break the monotony and predictability of, say, orc archer packs, would be nice. One of the things I first liked about Sil was the really interesting monster ai and pack behaviors... but once you can make certain monsters dance like a marionette, I dunno. Some occasional behavior break would be refreshing I think.
          You are on something strange

          Comment

          • taptap
            Knight
            • Jan 2013
            • 710

            #35
            Originally posted by HallucinationMushroom
            Fine FINE. Forget I said anything... most people just auto-ignore me anyway so a response is more than I could hope for, to be honest. Haha.

            Still, something to break the monotony and predictability of, say, orc archer packs, would be nice. One of the things I first liked about Sil was the really interesting monster ai and pack behaviors... but once you can make certain monsters dance like a marionette, I dunno. Some occasional behavior break would be refreshing I think.
            half said the archers were more intelligent at a point and were dumbed down on purpose in another thread. i guess i would enjoy it for intelligent enemies, but sword spiders are often enough at the very limit of my abilities (with the kind of builds and houses i play) and i wouldn't enjoy if i were unable to disengage basically limiting legitimate build choices.

            Comment

            • locus
              Adept
              • Nov 2012
              • 165

              #36
              What you need to do in order to regain that "fresh" feeling is to make another roguelike mechanically similar to Sil, so that it'd have the same sort of feeling but you'd get the joy of learning the specifics all over again.

              Comment

              • debo
                Veteran
                • Oct 2011
                • 2402

                #37
                Originally posted by HallucinationMushroom
                Fine FINE. Forget I said anything... most people just auto-ignore me anyway so a response is more than I could hope for, to be honest. Haha.

                Still, something to break the monotony and predictability of, say, orc archer packs, would be nice. One of the things I first liked about Sil was the really interesting monster ai and pack behaviors... but once you can make certain monsters dance like a marionette, I dunno. Some occasional behavior break would be refreshing I think.
                Just let monsters pick up weapons!

                "You see: the Mithril Longsword Ringil"

                "The troll guard wields the Mithril Longsword Ringil. It glows with a wondrous light!"
                Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

                Comment

                • HallucinationMushroom
                  Knight
                  • Apr 2007
                  • 785

                  #38
                  The invisible cat assassin thing picks up a +9 deathblade. Ohhh snap.

                  The main reason I put forth this suggestion in the first place was seeing the complaint repeated that some of the monsters are very formulaic. I was trying to think of a way to make the monsters feel a bit more organic. They already feel real good -- the way they enter and leave the levels from stairs, and path around like they are searching, and their group tactics and, and, and...

                  It's kind of backwards, maybe, but the monster behavior is so good that silly behavior like 100% accurate movement prediction is really noticeable.
                  You are on something strange

                  Comment

                  • clouded
                    Swordsman
                    • Jun 2012
                    • 268

                    #39
                    I agree with you. I would like to try a Sil version with much more unpredictable AI. But I would like dynamic randomness too, enemies suddenly changing their behavior. I was thinking it would be interesting if there were a few more orc captain style enemies, but each had a different AI strategy associated with it and it's band (and an ability to make it more effective).

                    Comment

                    • Scatha
                      Swordsman
                      • Jan 2012
                      • 414

                      #40
                      I like the idea of some dynamic randomness more than randomness by individual. Even if it were that territorial monsters tended not to pursue as you got far away or out of sight, but you didn't have the guaranteed safety stepping around a corner, that would be interestingly different. I'm not certain whether it would be better overall or not.

                      Comment

                      • Infinitum
                        Swordsman
                        • Oct 2013
                        • 319

                        #41
                        Would it be technically feasible to have territorial monsters that spawn with designated territories of varying size (which they won't pursue past)? If so, would it also be possible to spawn specific terrain features and traps within those designated areas (ie webs within spider nests, tribal totems marking orc warrens etc). The current solution with monsters not pursuing past los and returning to spawnpoints (?) works, but does indeed break immersion somewhat.

                        EDIT: Also, traps that don't do anything but add flavours and alert the player to nearby dangers - imagine a low perception character saunter into an empty cave then suddenly stumble into a pile of gnawed bones and discarded webs, automatically make the perception check for all other webs in line of sight and suddenly realize shit is about to go down.
                        Last edited by Infinitum; November 29, 2013, 16:56.

                        Comment

                        • BlueFish
                          Swordsman
                          • Aug 2011
                          • 414

                          #42
                          Sure would be nice to have an "item list" window similar to the "monster list" window. It's a bit annoying to have to 'l'ook at every weapon and armor you pass by to see if it's 'special'. If that would be easy to code, I would consider it to be a pretty high value and unambiguously good thing.

                          Comment

                          • HallucinationMushroom
                            Knight
                            • Apr 2007
                            • 785

                            #43
                            I like your dynamic random idea. More sophisticated than just monster anomalies.

                            I know FA has command to display items on screen (ctrl+i)... or to quote Nick,
                            "FA already has this." It is very nice. Perhaps others have it as well for code-steal behavior examples.
                            You are on something strange

                            Comment

                            • BlueFish
                              Swordsman
                              • Aug 2011
                              • 414

                              #44
                              I would prefer it to be in a separate window and automatic rather than something I had to hit a key for.

                              Comment

                              • evilmike
                                Scout
                                • Aug 2013
                                • 33

                                #45
                                Having a sub window option is nice, but there should still be a separate key for it as well. Some people don't like using sub windows, or can't, or just prefer to have a minimal number of them. So, it's good to have a way of viewing this information through the main interface.

                                This applies to the combat rolls window as well, as far as I know the only way to get that info is via a sub window.

                                Comment

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