Sil 1.2

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • debo
    replied
    Originally posted by Psi
    Does anyone else now detest Grave Wights? A touch to reduce strength monster is horrible - like a mobile violet mold.

    I was down to 0 strength in my current game before a !Str finally popped.
    Throw things at them. They die quick to spears.

    There is also now a mobile violet mold monster in the game. I'll leave it to you to find him

    Leave a comment:


  • half
    replied
    Originally posted by taptap
    My Telagarwe got Woven Themes from Tinfang Gelion but has doubled voice - can't test whether I still get Woven Themes, not enough songs yet. See on the ladder soon.
    This sounds ominous! It is probably a bug due to not fully working through the changes of removing an ability. Luckily 1.2.1 will be released soon.

    Leave a comment:


  • Psi
    replied
    Does anyone else now detest Grave Wights? A touch to reduce strength monster is horrible - like a mobile violet mold.

    I was down to 0 strength in my current game before a !Str finally popped.

    Leave a comment:


  • taptap
    replied
    My Telagarwe got Woven Themes from Tinfang Gelion but has doubled voice - can't test whether I still get Woven Themes, not enough songs yet. See on the ladder soon.

    Leave a comment:


  • half
    replied
    Originally posted by Psi
    ...and its not the same mechanic affecting radiance bows?
    I thought so too, but I checked the code and it doesn't seem to be.

    Leave a comment:


  • Psi
    replied
    Originally posted by half
    This one is deliberately delayed a little bit (1 in 10 chance per turn or something) so that you get a chance to see the effect before it tells you (otherwise you'd always be notified while the lit squares were still in your light radius).
    ...and its not the same mechanic affecting radiance bows?

    Leave a comment:


  • half
    replied
    Originally posted by Psi
    Boots of Irime failed to autoid for some time despite lighting the corridor behind me.
    This one is deliberately delayed a little bit (1 in 10 chance per turn or something) so that you get a chance to see the effect before it tells you (otherwise you'd always be notified while the lit squares were still in your light radius).

    Leave a comment:


  • Infinitum
    replied
    That radiance/dragonslaying +1 Dragon-Horn Bow didn't ID either (although in fairness I didn't notice it was unique until after the character died).

    Leave a comment:


  • Psi
    replied
    Originally posted by half
    I'm not sure why radiance didn't immediately identify. If other things fail to ID, do let me know.
    Boots of Irime failed to autoid for some time despite lighting the corridor behind me.

    Leave a comment:


  • locus
    replied
    I'll agree that the new loot tables haven't seemed absurdly overpowered, although it does seem like a modest shift toward an easier earlygame. Which may be worthwhile and combined with the major shifts to make the lategame harder (fewer potions, Song of Sharpness isn't very sharp) it can increase the "learning curve" aspect.

    Leave a comment:


  • taptap
    replied
    Originally posted by half
    Interesting. I hadn't thought of that one.



    Good. That is exactly the point of the change. If we get that without too much overall power improvement then it is doing its job.
    Just to chime in: It seems I only got lucky in the first run with early Orcrist etc. This remained an exception.

    Leave a comment:


  • half
    replied
    Originally posted by Tarrant
    You could always invert that, and have Leaping be the pre-requisite for Sprinting. I haven't gotten deep enough in 1.2 yet to know just how useful Leaping turns out to be, so I don't know if it needs the prereq or not, but having the two "track and field" skills be related makes some sense in my brain.
    Interesting. I hadn't thought of that one.

    Unrelated side note: as somebody who still spends most of their runs dying by 400', I really like the tweaked item generation. I find myself getting at least one thing each early game that differentiates it from the other ones- a brass lantern of true sight, a (+1, 2d5) [+1] longsword, etc. Nothing game breaking so far by any means, but it's nice to not feel like every single trip through the first four dungeon levels or so is so ... formulaic.
    Good. That is exactly the point of the change. If we get that without too much overall power improvement then it is doing its job.

    Leave a comment:


  • Tarrant
    replied
    Originally posted by half
    Interesting idea. We are not certain of what the pre-requisite(s) of Leaping really should be. If it is found to be too weak, for instance, then it probably shouldn't have any pre-requisites at all. I don't think there are any cases where we just have an off-skill pre-requisite for an ability, but we should consider adding Charge as an alternate. We also considered Sprinting for obvious reasons, but decided that would make Leaping too deep in the tree and Sprinting needs a pre-requisite because it is just so damn good.
    You could always invert that, and have Leaping be the pre-requisite for Sprinting. I haven't gotten deep enough in 1.2 yet to know just how useful Leaping turns out to be, so I don't know if it needs the prereq or not, but having the two "track and field" skills be related makes some sense in my brain.

    Unrelated side note: as somebody who still spends most of their runs dying by 400', I really like the tweaked item generation. I find myself getting at least one thing each early game that differentiates it from the other ones- a brass lantern of true sight, a (+1, 2d5) [+1] longsword, etc. Nothing game breaking so far by any means, but it's nice to not feel like every single trip through the first four dungeon levels or so is so ... formulaic.

    Leave a comment:


  • half
    replied
    Originally posted by debo
    Uh, this is a really silly thing, but in the @ screen, I guess "armor" was changed to British spelling "armour" but the column label field is too narrow and so it reads "Armou" now Looks like this will happen when the defense summary is 10 chars or wider, which is pretty commonplace (e.g. [+10,5-15])
    I've "fixed" this by changing that back to "Armor".

    Leave a comment:


  • half
    replied
    Originally posted by taptap
    Small interface thing:

    As archer I often have to drop arrows, I would like to be able to do it like in Angband where I can drop the whole stack with * instead of reading and typing the exact number. It is very very minor, obviously. I just noticed because I did play some Angband these days.
    I just checked and you can currently do this by typing any letter. I've changed it for 1.2.1 to allow any non-digit (such as '*' or ' ').

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎