[sil] What does orc/elf/human skeleton do?

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  • half
    Knight
    • Jan 2009
    • 910

    #16
    Originally posted by fph
    So, (1) damaging armor does not affect the total damage, unlike Vanilla, and (2) if an equipment slot is empty, the function returns without doing anything.

    (sorry for the lengthy code snippet --- showing the whole functions is the only way to prove that there is nothing else in the parts I've left out)
    Yeah, we ultimately decided that this was the more sensible behaviour.

    Also, as in V, each slot in inventory has an independent chance to be damaged by elements, so carrying a skeleton/rag won't help protect the other items either.

    I'm impressed by the attempt to find uses though!

    How about this (incredibly hacky) one? Throw the rag on a square to see if there is a trap there (skeletons might have 100% break chance so might not work). This takes advantage of the fact that items and traps (even undiscovered ones) can't co-exist on a square in most Angband-derived games. This is basically the only case in which I'm bothered by that side-effect of how things are done.

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    • Starhawk
      Adept
      • Sep 2010
      • 246

      #17
      Originally posted by half
      How about this (incredibly hacky) one? Throw the rag on a square to see if there is a trap there (skeletons might have 100% break chance so might not work). This takes advantage of the fact that items and traps (even undiscovered ones) can't co-exist on a square in most Angband-derived games. This is basically the only case in which I'm bothered by that side-effect of how things are done.
      You can target individual squares? I thought the UI was limited to picking monsters or cardinal directions. Huh. Maybe I've just never bothered trying.

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      • T-Mick
        Adept
        • Mar 2012
        • 120

        #18
        Originally posted by andrey
        How about adding an artifact orc skeleton?

        - "It lowers nearby orcs and trolss morale."
        - "It causes you to score critical hits on orcs and trolls"

        I've considered making filthy rags give situational stealth bonuses. "Huh?" you might ask. I imagine the rags smell of orc, and all those sleeping wolves, who presumably smell you before anything else, won't bother to wake up and spot you. Kind of grasping, but it gives them at least some purpose.

        Perhaps carrying skeletons could lower morale, but it creates an image of an elf clad in the remains of his enemies. Not very Tolkien, if you ask me. Neat idea to play with though.

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        • fph
          Veteran
          • Apr 2009
          • 1030

          #19
          Originally posted by half
          How about this (incredibly hacky) one? Throw the rag on a square to see if there is a trap there (skeletons might have 100% break chance so might not work). This takes advantage of the fact that items and traps (even undiscovered ones) can't co-exist on a square in most Angband-derived games. This is basically the only case in which I'm bothered by that side-effect of how things are done.
          Still not as hacky as throwing gems to a unicorn to identify them...
          --
          Dive fast, die young, leave a high-CHA corpse.

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          • taptap
            Knight
            • Jan 2013
            • 710

            #20
            Even filthy rag of Dungalef is quite useless imo. As christmas present for a pacifist build maybe, but in any other case anyone with stealth already has disguise (I take it right away at start with most builds), it offers no protection and only a whopping +1 to stealth. I.e. some fairly common leather armor of stealth +2/+3 has higher modifiers + offers some protection. The only benefit is Vanish - but you need high stealth to use it, if you have high stealth, however, the benefit from +1 stealth and disguise is diminished. Maybe it is different for assassins that take more abilities from the stealth tree, for hunters (stealth-perception-archers) you get disguise/vanish/dexterity (the three things I pick) cheap enough.

            I like skeletons. While Sil hasn't much flavor items, as it should be with a game reduced to the necessary elements, the progression of skeletons is somewhat creepy. Playing a Noldor - you don't care much about the orc and human skeletons, but later you realize you are around the slain elven heroes of old - i.e. all the legendary people whose artefacts you are finding.

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