Sil: What are your least liked features of Sil?

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  • wobbly
    replied
    Originally posted by half
    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.
    Would you consider extending axe proficency to hammers? It seems just as natural for a dwarf & if you picture a battleaxe as an ice axe shape then it's an identical swinging action.

    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.

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  • taptap
    replied
    Originally posted by debo
    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...
    I can't repeat this. I have 4 2d6 (!) throwing axes of fury, thought they were Hador's House or so, and uncursed them all with curse breaking, I was forced to take, they stack just fine. (The first axe was autodropped upon removal, maybe this affected things? I don't know.) See Gelmar on the ladder.

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  • locus
    replied
    Originally posted by BlueFish
    If you don't want to wait till fully healed, there's also 'R', which allows you to wait a specific number of turns.
    Oh, I never knew about this. I'll have to start using it, resting until fully healed is hugely wasteful of turns.

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  • BlueFish
    replied
    Originally posted by wobbly
    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.
    If you don't want to wait till fully healed, there's also 'R', which allows you to wait a specific number of turns.

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  • wobbly
    replied
    Originally posted by BlueFish
    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.
    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.

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  • BlueFish
    replied
    Originally posted by wobbly
    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.
    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.

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  • taptap
    replied
    Originally posted by wobbly
    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.
    If you smith without clearing the whole floor singing Aule and waiting is probably less dull I.e. you have the noise and the time and the loss of voice have real effects. As an added bonus it reduces the chance to fall through a false floor away from your 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.

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  • wobbly
    replied
    Originally posted by BlueFish
    I think it works ok and as intended. It's meant to lean on your singing skill, and voice points, to improve your forging. The better and longer you can sing, the better Aule is for forging. Seems pretty straightforward.
    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.

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  • BlueFish
    replied
    Originally posted by Infinitum
    Agreed. It could just be a straight boost to smithing skill (of course this would be a boost to it in that smithing would take less turns but it isn't like Aule-Smiths are wrecking the game balance as is).
    I think it works ok and as intended. It's meant to lean on your singing skill, and voice points, to improve your forging. The better and longer you can sing, the better Aule is for forging. Seems pretty straightforward.

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  • BlueFish
    replied
    Originally posted by wobbly
    Song of Aule seems a little tedious to use in it's current form. You can sit on the forge & wait to recover a point of voice & start signing again. This is pretty tedious (especially if your forging 4 items) but what else are you going to do if you've already cleared the level?
    Wait till your song is full? Why would you forge one song point at a time?

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  • Infinitum
    replied
    Agreed. It could just be a straight boost to smithing skill (of course this would be a boost to it in that smithing would take less turns but it isn't like Aule-Smiths are wrecking the game balance as is).

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  • wobbly
    replied
    Song of Aule seems a little tedious to use in it's current form. You can sit on the forge & wait to recover a point of voice & start signing again. This is pretty tedious (especially if your forging 4 items) but what else are you going to do if you've already cleared the level?

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  • TJS
    replied
    Do green worm masses destroy armour on the ground? That might make people think twice about taking them off.

    Also monsters picking up your stuff and wandering off with it would increase risk (don't know if this already happens).

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  • BlueFish
    replied
    Then again, "drop all armor" could be a keystroke away. That would be more of an MPA-Sil thing than a Sil thing though.

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  • BlueFish
    replied
    To elaborate, it's really just a UI issue. If the thought that you want to drop all your important armor was just a simple keystroke away (an impossible programming task), dropping armor in preparation for fighting acid monsters would be just as interesting a tactical decision as it already is, and it would also be annoyance-free.

    UI issues aren't necessarily solvable. Computers still only do what we tell them to do, rather than what we want them to do.

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