Concentration build

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  • debo
    replied
    Originally posted by Derakon
    When it's done.
    Jan 3 seems like the next likely candidate date

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  • Derakon
    replied
    Originally posted by HugoTheGreat2011
    Any prediction of WHEN the next Sil version will be released?
    When it's done.

    Leave a comment:


  • HugoVirtuoso
    replied
    Any prediction of WHEN the next Sil version will be released?

    Leave a comment:


  • debo
    replied
    Originally posted by half
    You'll be happy to know that they are scheduled to be made slightly less tough in the next version. I'm not sure when I changed this, but the changelog says:

    Code:
    	- shadow spiders
    		- reduced health (slightly), evasion, and melee
    		- they seemed to be a bit too tough, but you will still want to remember to run away!
    Haha! This was mostly a joke -- I've gotten used to them now, but I do appreciate the change!!

    Super excited for the next version!

    Leave a comment:


  • half
    replied
    Originally posted by debo
    He has still failed to fix shadow spiders, however.
    You'll be happy to know that they are scheduled to be made slightly less tough in the next version. I'm not sure when I changed this, but the changelog says:

    Code:
    	- shadow spiders
    		- reduced health (slightly), evasion, and melee
    		- they seemed to be a bit too tough, but you will still want to remember to run away!

    Leave a comment:


  • debo
    replied
    Originally posted by locus
    Pardon, what is "mpa-Sil"?
    See https://gitorious.org/marvinpa-sil

    MarvinPA is a crawl dev who has been implementing (along with a couple of other occasional contributors) (a) things seen as interface improvements by the people idling in ##sil and (b) some experimental things that were discussed in these forums as possible gameplay/balance changes (e.g. 1d7 daggers, shortening the ascent, clamping equip weights to multiples of 0.5lb, tweaks to lorekeeper, tweaks to song prereqs, tweaks to how regen consumes hunger, probably a bunch of others that I've forgotten.)

    If you look on the ladder, you'll probably see a bunch of recent characters / wins with a version tag of '1.1.1-mpa', indicating that the game was played on this "public workshop" variant of sil.

    He has still failed to fix shadow spiders, however.

    Leave a comment:


  • locus
    replied
    Originally posted by taptap
    Impressive. I love that you use Nargil in normal Sil (in mpa-Sil it is an overpowered 0.5 lb +5, 1d7 and still sharp).
    Pardon, what is "mpa-Sil"?

    Leave a comment:


  • debo
    replied
    Yes thanks, I'd already found it Interestingly enough, when I googled "Beleg's whetting spell", that oook thread was one of the first hits!

    Edit: Actually, that's not true. I think I googled "Beleg celeg aithorn nargil"

    Leave a comment:


  • Nick
    replied
    Originally posted by debo
    I just googled "Beleg's whetting song" and got "Did you mean: 'Bella's wedding song'?"
    First post in this thread.

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  • wobbly
    replied
    Originally posted by debo
    I just googled "Beleg's whetting song" and got "Did you mean: 'Bella's wedding song'?"
    A song far less bawdy then the infamous "Bella's wetting song". Sorry, it's late & I need sleep.

    Leave a comment:


  • debo
    replied
    I just googled "Beleg's whetting song" and got "Did you mean: 'Bella's wedding song'?"

    Leave a comment:


  • taptap
    replied
    Originally posted by kryft
    Sounds sensible. I look forward to the next release in general - I've heard vague rumors that there will be more than balance tweaks!
    Wait, unique serpents? Better group AI especially for archers? Singing enemies? What?

    P.S. I realize the group AI isn't that bad, sadly when you die to encirclement as a beginner you don't always realize it is orcs that actually went a circle on purpose.

    Leave a comment:


  • kryft
    replied
    Originally posted by half
    It is unlikely to get nerfed (unless we boost the damage dice on daggers in general). Even if it did, we wouldn't remove Sharpness from it as it is one of the canonical sharp weapons from Beleg's Whetting Song. We also probably won't change the Sharpness attribute of melee weapons as half protection is just so natural. We *are* planning on changing the Song of Sharpness to reduce its effect so as to make it less of a must-buy song. If this leaves the high protection creatures being too tough, then we will fix this by lowering their protection.
    Sounds sensible. I look forward to the next release in general - I've heard vague rumors that there will be more than balance tweaks!

    Leave a comment:


  • half
    replied
    Originally posted by kryft
    As I mentioned in the comments for my dump, I'm not convinced Nargil needs a nerf.
    It is unlikely to get nerfed (unless we boost the damage dice on daggers in general). Even if it did, we wouldn't remove Sharpness from it as it is one of the canonical sharp weapons from Beleg's Whetting Song. We also probably won't change the Sharpness attribute of melee weapons as half protection is just so natural. We *are* planning on changing the Song of Sharpness to reduce its effect so as to make it less of a must-buy song. If this leaves the high protection creatures being too tough, then we will fix this by lowering their protection.

    Leave a comment:


  • kryft
    replied
    Originally posted by debo
    I personally like to go stealthy as well with stabbers... I know it's not required, but you generally get assassination anyways for cruel blow, so it's hard for me to resist going in that direction. Sneaking is one thing that this build definitely is not going to be doing
    That's true, but I still managed to be quiet enough that I could almost always assassinate drakes. My stealth bonus was terrible, but the monster's evasion being set to -5 and my +7 focus bonus were quite enough on their own.

    Edit: I suspect that I have personally been undervaluing Nargil as a melee weapon... I've never really given it an honest go. Might be too late now, as I hear the rumblings of an incoming nerf
    As I mentioned in the comments for my dump, I'm not convinced Nargil needs a nerf. If anything does, it would probably be sharpness, and I guess that's already on the agenda? (Well, I hope it's not simply a sharpness nerf, since that would probably just reduce the number of viable strategies rather than increase it.) I ended up building the character around Nargil in many ways, and I think many other weapons in the game could have been stronger if I had similarly built around them.

    Leave a comment:

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