Sil 1.2

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  • taptap
    replied
    Originally posted by half
    This is surprising. I don't think we changed anything particular to the ring rarities. If this isn't just bad luck for your characters, then the only thing I could think of is it being an effect of being more likely to find rings of Str etc early due to the increased out of depth items.

    We've noted that with the new text about curses, the clearly bad items like these make less flavourful sense. We might just eliminate the negative versions of stat and damage items.
    Anecdotal evidence strikes again. (Does ring quality depend on a roll that includes the depth?)

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  • half
    replied
    Originally posted by taptap
    strength, -1 dexterity rings that are so common now.
    This is surprising. I don't think we changed anything particular to the ring rarities. If this isn't just bad luck for your characters, then the only thing I could think of is it being an effect of being more likely to find rings of Str etc early due to the increased out of depth items.

    We've noted that with the new text about curses, the clearly bad items like these make less flavourful sense. We might just eliminate the negative versions of stat and damage items.

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  • taptap
    replied
    I play through everything (unless I die), but I find the equipment based STR (imo worse than damage -1 at start) and DEX losses harder to survive than wight, mold or consumable based drains - as there is exactly one way (or curse breaking) to get rid of it, while for the other drains I can use the potion or restoration or even lembas to recoup the loss. And short of lore keeper or understanding staff there is no way to avoid them.

    Jewellery used to be fairly easy to use identify and the way to some useful early bonus, now I tend to avoid jewellery until I feel lucky or have a few un-IDed staffs. How do you people play with jewellery now? I suppose for many it is waiting for Lore Master, for the rest?

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  • Patashu
    replied
    Is there an element that damages/destroys jewellery in Sil, like how acid damages/destroys your equipment?

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  • wobbly
    replied
    Originally posted by Scatha
    Wights are supposed to pose a threat to the player. They are an early-game analogue of dragons: guaranteed treasure, territorial, dangerous. They should largely be avoidable when you need to, and I think losing a point or two of Strength temporarily is interesting (promoting different weapon choice and tactics, sometimes requiring shedding weight).

    I agree that losing a lot of Strength can be demoralising. This is why Barrow Wights, which can come in groups, drain Grace instead. One could have Grave Wights drain Con instead, but the flavour is slightly less good.
    What else drains strength? If you swapped strength sustain for the free action on final rest weapons would that work? It currently feels funny that my weapon is protecting me from caltrops traps & slow potions etc.

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  • locus
    replied
    Originally posted by taptap
    small bug (likely old):

    when a staff is use-identified and you have channeling you basically know everything about the staff (type and charges), yet identify staff still offers to identify it.

    what do people think about the new rings? the wonderful -1 damage, -1 strength, -1 dexterity rings that are so common now. (playing without loremaster here) i am very tempted to ignore rings early on, but then I end up throwing away important resists that I may not get so easy later on. my current game I found the first sanctity at 650 ft. until then I had -1 strength and flickering shadows.
    I'll try to play through anything but -1 damage. I guess you could take the will power that lets you break curses, but I'd rather ragequit than waste my XP like that.

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  • taptap
    replied
    small bug (likely old):

    when a staff is use-identified and you have channeling you basically know everything about the staff (type and charges), yet identify staff still offers to identify it.

    what do people think about the new rings? the wonderful -1 damage, -1 strength, -1 dexterity rings that are so common now. (playing without loremaster here) i am very tempted to ignore rings early on, but then I end up throwing away important resists that I may not get so easy later on. my current game I found the first sanctity at 650 ft. until then I had -1 strength and flickering shadows.
    Last edited by taptap; March 9, 2014, 18:59.

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  • BlueFish
    replied
    Originally posted by debo
    If I had to guess, I think it's probably a lack of flanking and trying to fight them 1-1 or run from them in corridors that is killing him. If they vortex you into a room when you were trying to fight them in a tunnel, that could be super bad. What if you were trying to controlled retreat!
    Sure. After I died to them in combo with a greater werewolf, I viewed the level and saw literally 30 cats, 10 or so packs of 3. Just strewn throughout the level everywhere. Eventually you're gonna get vortexed.

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  • taptap
    replied
    Very dependent on your build, with high evasion, flanking, sprinting or as an archer or singer you probably hardly realize the change, if you are "slow" and need 1-1 fights (say controlled retreat polearm) it can really mess with you. This kind of play now seems to require some kind morale effects to push them away occasionally, they still have low will, do they? Basically cats just got much stronger against those chars that already had trouble with them. (My last attempt - protection, channeling belegost - died due to cat exposure as well. I could make them flee in corridors one direction at a time, but they messed me up in the open.)

    If it really comes down to "lack of flanking/sprinting" then it would have been a bad change. They should be an option, not mandatory abilities. (Still I don't think it really goes this far.)

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  • Infinitum
    replied
    I usually find cats tolerable as long as I make sure to stay well away from corridor openings (at least 3-4 steps in) and have at least a token amount of points in Archery. I like them; they're part of what makes the lategame interesting besides larger numbers getting thrown around.

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  • locus
    replied
    The biggest danger from the new cat-warriors seems to be if you encounter them along with another threat you'd want to run from, they can make it impossible to escape. It's an interesting dynamic, makes those little f's more threatening than they would otherwise be.

    I agree that 1.2 is a harder version of Sil, but that's fine by me. The late game was maybe too easy, comparatively speaking, before. It's nice that now even when you're powerful there are more things that can kill you than just turning a blind corner into a point-blank firebreath.

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  • debo
    replied
    Originally posted by absolutego
    those usually have flanking so you just kill them while retreating (unless you're cornered but that's a problem anywhere else).
    If I had to guess, I think it's probably a lack of flanking and trying to fight them 1-1 or run from them in corridors that is killing him. If they vortex you into a room when you were trying to fight them in a tunnel, that could be super bad. What if you were trying to controlled retreat!

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  • absolutego
    replied
    they haven't changed that much. exchange places doesn't trigger often, but they pull it off sometimes (i've died a couple times to them, running away into a cat pack). i'm not sure i like the free attack but it doesn't matter much.

    i wish we had online play so i could see what situations bluefish is running into. i don't think these are e.g. pacifists that we're talking about.

    Originally posted by debo
    I imagine for high-evasion low-protection fighters they will be worse than before, but I still haven't noticed a difference really. Orc warrior charge was the most startling change for me.
    those usually have flanking so you just kill them while retreating (unless you're cornered but that's a problem anywhere else).

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  • half
    replied
    Originally posted by debo
    I'm still not sure what triggers it. Of all the cat fights I've had, I think I've seen it happen maybe 3-4 times. I imagine for high-evasion low-protection fighters they will be worse than before, but I still haven't noticed a difference really. Orc warrior charge was the most startling change for me.
    They have a 25% chance of doing it each turn when exchanging would mean you become adjacent to more enemies than before. You get a free attack on them when they do it.

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  • debo
    replied
    I'm still not sure what triggers it. Of all the cat fights I've had, I think I've seen it happen maybe 3-4 times. I imagine for high-evasion low-protection fighters they will be worse than before, but I still haven't noticed a difference really. Orc warrior charge was the most startling change for me.

    Leave a comment:

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