Sil: What are your least liked features of Sil?
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I'd be ok with that if I had someway of automating the whole: start singing - smith - wait -start singing - smith - wait etc. Maybe an extra command in the smithing menu. I'm okay with it taking longer at low voice, what's frustrating is pressing several keys if I'm prepared to take the extra time at the forge.Comment
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I'd be ok with that if I had someway of automating the whole: start singing - smith - wait -start singing - smith - wait etc. Maybe an extra command in the smithing menu. I'm okay with it taking longer at low voice, what's frustrating is pressing several keys if I'm prepared to take the extra time at the forge.
I am with Bluefish on this, why you not wait until you have full voice or even exactly the required voice again? You still may need to restart the process once, but doing it for each point of voice seems rather excessive.Comment
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I'd be ok with that if I had someway of automating the whole: start singing - smith - wait -start singing - smith - wait etc. Maybe an extra command in the smithing menu. I'm okay with it taking longer at low voice, what's frustrating is pressing several keys if I'm prepared to take the extra time at the forge.Comment
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Personally, it never seems like a big deal to me. Shift-5 waits till voice is full, and 0-f restarts forging. That's three keyboard commands for a full cycle of forging while singing Aule. Each cycle takes 100 or more turns - a not inconsiderable amount of time. It *should* take some keypresses. The time spent is important and the player should notice.Comment
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Yeah that is a lot easier. I feel a little silly now, didn't realise there was a simple rest command. Incidently found a command today that I can't seem to find listed in the command list. 'n' for repeat last. Ended up wasting a couple of charges on a staff trying to 'n'ame an object rather then '{'inscribing it.Comment
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Speaking of throwing weapons, can we make sure the 'melee brands' (e.g. things that aren't gondolin, doriath, or nargothrond) get removed from them in the next version? Esp. the cursed ones, they have some weird effects.
I just found a stack of three (+1,2d4) {special} throwing axes, so I wield-id'ed one. It stuck, I have curse-breaking so I took it off. (I also have lore-keeper.) Then I had:
2 throwing axes (vampiric) (+1,2d4) {cursed}
a throwing axe (vampiric) (+1,2d4) {uncursed}
So I thought, ok I 'll just wield the other two and break their curses also so they'll stack. Now I have
2 throwing axes (vampiric) (+1,2d4)
a throwing axe (vampiric) (+1,2d4) {uncursed}
I suspect that uncursed throwing axe will never stack with anything ever again I can't seem to hand-edit the {uncursed} part of the inscription myself.
Beyond the stacking issue, you can also throw cursed weapons without invoking the sticky curse, which is sort of odd...Comment
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Warhammers are supposed to be pretty niche in Sil since they are not used much in the canon. (I'm pretty sure dwarves are said to use them in a couple of places). Note that you would need Momentum in your example, and that you didn't include the rather common +1 quasi-strength due to fineness (which is really nice on hammers). Your example does show that you really want your hammers to be at the heavy end though.
A minor annoyance with the interface: When at low hp on a high protection character, the low-hp warning constantly flashes up for monsters that are doing zero damage. It can be pretty irritating, especially with birds. They hit for zero damage at high accuracy & are hard to hit, leading to constant repetitive warnings.Comment
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Not that this is a "least liked feature" for me, but this seems the best thread to put something like this in - would there be a problem with fixing the weight of the starting curved sword? I've been playing a character that starts with 4 strength recently and it matters whether it's 4 or more pounds. It's easy enough to start over till it is.Comment
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...which makes it a bit harder for low strength characters who really benefit from the occasional lighter curved sword (and maybe start with finesse or even concentration), as in general the streamlining of weights in mpa seems to be made for the convenience of mid-high strength builds (apart from certain overpowered artefacts) - 4 and 4.1 lb really isn't a meaningful difference in Sil, but 0.5 lb - 1 lb - 1.5 lb steps in mpa are really coarse grained. If you do a lot of criticals smaller differences matter. I am probably repeating myself, but I still feel I am right Is there a thread for mpa-Sil btw?
Is anyone restarting the game over the weight of the curved sword? In my opinion the single most luck dependent element in Sil is early armour and archery equipment, either there is some or there isn't, but you can't tell at start so you don't reach the point where you start over by choice, you simply have to start over at times because of death triggered by lack of armour or running out of ammo / not finding a bow with a dedicated, non-smithing archer build.Comment
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I've been playing a build that finds it very difficult to limp to the first forge. That extra 10% damage on a 4 lb sword compared to a 3 lb one can make a difference. Restarting is 5 seconds well spent, to help me get past a repetitive part of the game. I make a new weapon at the first forge.
In any case, the designers decided to fix the attributes of that first forge for this same reason - removing reason to restart over some early-game randomness that matters. So there is precedent.Comment
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Or is it that you almost consider the first forge the actual start of the game because you always play with smithing and have self-made equipment afterwards i.e. aren't that much affected by randomness in loot?Comment
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