I made a few patches for Sil to fix my biggest personal annoyances. The patches are pretty quick and hacky for the most part but I'm convinced that the changes themselves are good, at least!
Coming from a DCSS player/developer's perspective there are a few parts of the interface that really bugged me, so the changes are almost entirely interface improvements:
There's also a couple of non-interface changes, such as replacing all upstairs with upshafts on the ascent, and the inevitable "remove violet molds".
The commits are here if anyone else wants to try them out. (And by the way Sil is great - it's the first roguelike to really grab my attention since Crawl).
Coming from a DCSS player/developer's perspective there are a few parts of the interface that really bugged me, so the changes are almost entirely interface improvements:
- Always display all monsters/items/artefacts in the knowledge menus (to avoid having to start a new game and pick up Loremaster just to check information - this isn't perfect though because I had to prevent using 'r'ecall on items, since otherwise it would leak their unidentified appearance).
- Adjusted rage display, with red walls and floors instead of recolouring monsters and obscuring information.
- Show item weights when standing over or looking at an item (as suggested by clouded, this makes playing without inventory windows way smoother).
- Remove perception requirements for item use-identification, since in almost all cases you can easily identify the relevant items anyway (and if you have the combat rolls window enabled most of them become completely unambiguous).
- Disable maprot.
There's also a couple of non-interface changes, such as replacing all upstairs with upshafts on the ascent, and the inevitable "remove violet molds".
The commits are here if anyone else wants to try them out. (And by the way Sil is great - it's the first roguelike to really grab my attention since Crawl).
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