Sil: What are your least liked features of Sil?

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  • BlueFish
    Swordsman
    • Aug 2011
    • 414

    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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    • wobbly
      Prophet
      • May 2012
      • 2631

      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.

      Comment

      • taptap
        Knight
        • Jan 2013
        • 710

        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.

        Comment

        • BlueFish
          Swordsman
          • Aug 2011
          • 414

          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.

          Comment

          • wobbly
            Prophet
            • May 2012
            • 2631

            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.

            Comment

            • BlueFish
              Swordsman
              • Aug 2011
              • 414

              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.

              Comment

              • locus
                Adept
                • Nov 2012
                • 165

                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.

                Comment

                • taptap
                  Knight
                  • Jan 2013
                  • 710

                  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.

                  Comment

                  • wobbly
                    Prophet
                    • May 2012
                    • 2631

                    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.

                    Comment

                    • BlueFish
                      Swordsman
                      • Aug 2011
                      • 414

                      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

                      • debo
                        Veteran
                        • Oct 2011
                        • 2402

                        mpa-sil starting curved sword is always 4.0lb
                        Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

                        Comment

                        • taptap
                          Knight
                          • Jan 2013
                          • 710

                          Originally posted by debo
                          mpa-sil starting curved sword is always 4.0lb
                          ...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

                          • Zireael
                            Adept
                            • Jul 2011
                            • 204

                            What is mpa-Sil, btw?

                            Comment

                            • BlueFish
                              Swordsman
                              • Aug 2011
                              • 414

                              Originally posted by taptap
                              Is anyone restarting the game over the weight of the curved sword?
                              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

                              • taptap
                                Knight
                                • Jan 2013
                                • 710

                                Originally posted by BlueFish
                                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.
                                I know, but aren't there many instances of early-game randomness with much larger impact? I think of suddenly spawning bats for stealthy chars or quality and type of loot in general for example.

                                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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