Sil 1.2

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  • bron
    replied
    > Two Weapon Fighting no longer allows you to
    > wield 'hand and a half' weapons in your off-hand

    So this means no more dual wielding of Smithing Hammers? Or a hammer plus a Spear of the Vanyar? I don't mind this from a flavor point of view, but it is yet another nerf to smithing. And if stat potions are more rare, that can be a significant blow to a high-level smith (shooting for around 30 smithing). I admit that eliminating the stat cost of Slays is a nice move for a mid-range smith (20-ish smithing), but I don't think it makes up for losing the additional smithing gear slot at the high end. Might some additional compensation be offered? Make Hammer of the Forge be an Enchantment? Make Aule be 1 + Song/4 ? Something like that. And also, I think 'shrooms of Restoration should be made more common, because of the extra draining monsters, the reduced Stat potions, and for smithing.

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  • locus
    replied
    I just buy lots of will. Gotta at least pick up Hardiness, right?

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  • Scatha
    replied
    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.

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  • Scatha
    replied
    WaveMotion: Yes, we'd like it to happen that way. It makes sense to do at the same time as some other changes we have planned, so it's waiting for that to be done properly.

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  • WaveMotion
    replied
    Currently when a player makes changes to options in-game, these changes do not apply to later games started on a new save file. However I think it's more likely that players won't want to switch in and out of, say, using vi-keys every other game, and would prefer their option changes to take effect for all later games played.

    The current ways of doing this I know of—playing from the same save file every time, writing options into one of the files in Sil/lib/pref—are unintuitive and not too simple. My suggestion is that Sil follow the most expected behavior, and have changes to options made in-game apply permanently to all later games. Don't know how that would mesh with the current system of associating preferences with save files though.

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  • HallucinationMushroom
    replied
    That's the perfect 1,000th post. Nice work, Debo!

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  • Scatha
    replied
    Originally posted by debo
    Wow, that's deep. You must be a deep elf.
    Gnomic, one might say.

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  • debo
    replied
    Wow, that's deep. You must be a deep elf.

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  • HallucinationMushroom
    replied
    If you love your strength, you have to let it go. If it comes back to you, then you know it's true love.

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  • debo
    replied
    Originally posted by HallucinationMushroom
    I don't see much benefit from 3 strength until much later anyway.
    It's like I don't even know you anymore

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  • HallucinationMushroom
    replied
    Yeah, but you know you are only going to lose one and only one. I don't see much benefit from 3 strength until much later anyway. Just an idea.

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  • debo
    replied
    I think those still drain 1 str to make

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  • HallucinationMushroom
    replied
    Hey, there you go. Make a +0 Str ring.

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  • debo
    replied
    They have 5 will, but they show up pretty early and depending on the game can be pretty frequent. I've mostly lost str to them when trying to actually kill them, but I've lost a couple points just being surprised, slowed, and then trying to maneuver out of the way with something else on my tail.

    The slow-at-range has actually come closer to killing me than the str drain, although I was confused a couple times where I was drained and then it was my burden itself that was slowing me -- kept waiting for the effect to wear off and it never did

    I kinda like the way they are now. It seemed weird before that they were such pushovers, when flavor-wise they should be damned scary. Might be easier to deal with if they all drained gra, but the str drain is also flavorful so...

    Edit: To answer your actual question, for complete immunity you'd need 15 will, or 5 will and a strength sustain. I don't think rings of str +0 start showing up quite as early as wights do, though

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  • HallucinationMushroom
    replied
    Originally posted by Psi
    These are starting to drive me crazy. I preferred having violet molds everywhere than them. I can play on with low Con, but with strength 0 I may as well suicide with a melee character.

    Their AI seems to have changed too.

    End rant.
    What will scores would you need to have a high success rate saving str drain versus wights/vmolds? Like, 90% chance, say? Or, decent chance? Maybe 75%

    I haven't noticed the str drain yet, but I've only killed maybe 5 wights so far. I try to have at least 3/3 investment in will/perception by 200', so maybe a small will investment, say 1 point per dungeon level is all you need to be ready for Wights when they show up? Or, maybe a new Will ability, like indomitable... +5 to stat drain rolls... or something.

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