Early changes doc

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  • debo
    Veteran
    • Oct 2011
    • 2402

    Early changes doc

    I know half and Scatha have mentioned this a few times, but I finally took a peek at the changelog from the pre-release years, found in lib/docs/early-changes.txt.

    It's quite extensive (2200+ lines!) and has a lot of really neat stuff in it; I highly recommend taking a look!

    Post your favorites here

    Here's a fun one:

    Code:
    	- had to double Morgoth's health again because of the 3 Cottons-Barrat
    Don't remember that battle taking place in the first age, although it sort of rhymes with dagor dagorath
    Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'
  • taptap
    Knight
    • Jan 2013
    • 710

    #2
    Originally posted by debo
    I know half and Scatha have mentioned this a few times, but I finally took a peek at the changelog from the pre-release years, found in lib/docs/early-changes.txt.

    It's quite extensive (2200+ lines!) and has a lot of really neat stuff in it; I highly recommend taking a look!

    Post your favorites here

    Here's a fun one:

    Code:
    	- had to double Morgoth's health again because of the 3 Cottons-Barrat
    Don't remember that battle taking place in the first age, although it sort of rhymes with dagor dagorath
    Do you compete in the competition as well? Or too busy reading changelogs.

    - worm masses no longer 'scream in pain'

    - hopefully fixed the herb of rage bug(s)
    - also, they can now make you cycle clockwise or anticlockwise

    The relation between cycling and herbs... I don't get it.

    Comment

    • debo
      Veteran
      • Oct 2011
      • 2402

      #3
      I just finished a really long video series which will be released over the next 2-3 weeks, so I need a bit of a break before I hit the competition. I'm not sure I'll be able to clear 500' anyways, playing a Noldor again has spoiled me a bit lol
      Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

      Comment

      • half
        Knight
        • Jan 2009
        • 910

        #4
        Originally posted by taptap
        The relation between cycling and herbs... I don't get it.
        The direction you spin when raging...

        Comment

        • debo
          Veteran
          • Oct 2011
          • 2402

          #5
          It's interesting to note that herbs of rage only gained the "whirlwind anywhere" effect pretty late into Sil's development. I'm pretty sure all of my brawler fighters would have been totally crushed in the throne room without that ability (or I would have been forced to take whirlwind attack, which is a bit trickier to use).

          The one brawler who forgot to eat rage in the throne room died rather quickly -- although he was also Edain
          Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

          Comment

          • locus
            Adept
            • Nov 2012
            • 165

            #6
            Interesting that Sulraukar actually used to have even *more* protection

            Comment

            • HugoVirtuoso
              Veteran
              • Jan 2012
              • 1237

              #7
              I've changed it to 1000 + 100 per level (used to be 500 + 100 per level). This means 38,000 turns before Morgoth and an average of 2,000 per level (including the turns for using stairs).
              This means players used to be forced to descend sooner and more often?

              - gwathraukar attacks are now 2d10 instead of 3d8
              Another one...
              My best try at PosChengband 7.0.0's nightmare-mode on Angband.live:
              https://www.youtube.com/watch?v=rwAR0WOphUA

              If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other.

              As of February 18th, 2022, my YouTube username is MidgardVirtuoso

              Comment

              • taptap
                Knight
                • Jan 2013
                • 710

                #8
                In the objects/artefacts etc. file there is still an entry for item value. Is this used for anything in particular? (Thief item selection?)

                Comment

                • half
                  Knight
                  • Jan 2009
                  • 910

                  #9
                  Originally posted by taptap
                  In the objects/artefacts etc. file there is still an entry for item value. Is this used for anything in particular? (Thief item selection?)
                  I think one or two spots in the code (including thieves) check if it is zero or not. It is zero when we think of the item as an out and out bad item (rather than a mixed blessing). The positive numbers are vestigial.

                  Comment

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