Sil 1.2

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  • debo
    replied
    Originally posted by HallucinationMushroom
    Is this a known behavior?:

    I am not getting flanking attacks on asterisked monsters that I am detecting with the Listen ability. I'm not fully sure if I'm getting flanking attacks on fully revealed monsters from good Listen rolls, but it appears to be the case.

    In any instance, I would like my flanking attacks!
    There's some option somewhere that's like "Use bonus attacks on sleeping or unwary creatures" that defaults to off. I doubt this will fix it, but maybe try turning that on (if you haven't already) and see if it helps?

    Leave a comment:


  • HallucinationMushroom
    replied
    Is this a known behavior?:

    I am not getting flanking attacks on asterisked monsters that I am detecting with the Listen ability. I'm not fully sure if I'm getting flanking attacks on fully revealed monsters from good Listen rolls, but it appears to be the case.

    In any instance, I would like my flanking attacks!

    Leave a comment:


  • BlueFish
    replied
    Orc charge has been mentioned here before as the most noticeable change from giving abilities to monsters in 1.2. Personally I still find exchange places on cats to be in a league of its own in terms of the change to balance it introduced, but I certainly notice charge on orcs too. Others, such as flanking on easterling warriors, I find virtually undetectable.

    One little tactic orc charge introduces for players is, for the first time in roguelike history, not necessarily wanting to wait a turn for the monster to come to you when it's one square away. But that has nothing to do with the eternal swap/charge orc warriors can get even when fighting them in a hallway.

    I know monster swapping is a special case of monster movement. It might be feasible to disable charge if the move a monster made as their run-up for the charge was actually a swap. That would certainly be realistic as well as good for balance (and alleviation of frustration).

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  • wobbly
    replied
    Ok, orc warrior chain-charge is really starting to get to me, & I'm sure I can't be the only one. I like charge on orc warriors, but when they continually swap & charge it starts getting overpowered.

    Half the trouble is you can't always tell. I took to watching the blue target box around them & it seems to me they can double swap so it's the same orc just now he's charging. That's kind of an issue if you have block with a kite shield & would rather pass the turn when they're charging.

    I'm hoping this is a bug that will be changed & not the intended behavior.

    Also had an unwary orc warrior charge me. He moved, I swung & missed. He noticed me. He still got the charge attack. Maybe he was out for a jog at the time?

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  • taptap
    replied
    Originally posted by wobbly
    Though this would take away the only use I can see for it in it's current form, taking it with either song of elbereth (or perhaps, lorien?). The song bonus sort of counteracts the morale bonus enemies get when your injured.

    Just looking at it, it might be ok with song of staying or este as well. The will abilities (say hardiness or critical resistance) need to much of a grace bonus to get you over the line, but for a singer or with staying+hardiness?, perhaps.
    Yes, staying + hardiness + critical resist + SiA would all combine wonderfully in a build I want to play one day - at least one of these should be pushed over a limit by the grace buff: A strong, impressive, high constitution hammer lord with a weapon that (adapted to charge) could use the additional strength as well.
    Last edited by taptap; April 15, 2014, 10:37.

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  • wobbly
    replied
    Originally posted by debo
    Re: strength in adversity, it might be fun to replace this with an ability that makes you rage when you get hit for a certain amt / % of damage. I don't think we could keep the same ability on elessar for flavor reasons, but I think it might be more useful than SIA is now (and bumping con by 1 when you're hit for big damage could be neat?)
    Though this would take away the only use I can see for it in it's current form, taking it with either song of elbereth (or perhaps, lorien?). The song bonus sort of counteracts the morale bonus enemies get when your injured.

    Just looking at it, it might be ok with song of staying or este as well. The will abilities (say hardiness or critical resistance) need to much of a grace bonus to get you over the line, but for a singer or with staying+hardiness?, perhaps.

    Leave a comment:


  • BlueFish
    replied
    Well, according to my reading of object.txt, there were no changes to healing pots, but healing herbs and miruvor were both halved in drop frequency at their deeper depth (of their two native depths). That is, if rarity 2 is half as common as rarity 1. Which I don't know to be the case.

    Just a very unlucky game in terms of healing drops.

    Leave a comment:


  • BlueFish
    replied
    Can anybody estimate the percent reduction in healing consumables in 1.2 vs 1.1? I know this was a change strictly intended to make the game harder, in response to the inventories of the top ladder positions. I just had a game where I played down to 850 and min level was 750. I found 3 healing pots, 1 healing herb, and 3 miruvor all game. That wasn't a viable amount for me. I even had a staff of treasures and the last three levels had a combined 1 miruvor on them.

    I think the ladder serves a good purpose for people to share games with one another, but I think the scoring and ranking of it, and the competitive spirit it encourages, does the game more harm than good when it comes to the reaction to it in "rebalancing" the game. It encourages "gaming" and discourages "playing".

    Leave a comment:


  • taptap
    replied
    Originally posted by wobbly
    Found an unusual utility for a force horn today when I tested an unidentified horn on a mold. Kind of situation but still handy.
    Did someone achieve the kill Morgoth without hitting him yourself challenge already? This could be a crucial incredient.

    Or wait... does sitting in pits affect opponents as well?

    Leave a comment:


  • debo
    replied
    Originally posted by locus
    I'm imagining maneuvering it around to block monsters' movement, haha. Too bad horns of force don't usually spawn early enough to combine with molds.
    moldkoban

    Leave a comment:


  • locus
    replied
    Originally posted by wobbly
    Found an unusual utility for a force horn today when I tested an unidentified horn on a mold. Kind of situation but still handy.
    I'm imagining maneuvering it around to block monsters' movement, haha. Too bad horns of force don't usually spawn early enough to combine with molds.

    Leave a comment:


  • wobbly
    replied
    Found an unusual utility for a force horn today when I tested an unidentified horn on a mold. Kind of situation but still handy.

    Leave a comment:


  • debo
    replied
    Originally posted by taptap
    That would be odd, increasing hp when hit big?

    Though I have an idea, that would work if lack of food would slow / prevent regeneration - so far only starvation does that afaik. Then it would be possible to stay in a str / gra bonus situation longer, which of course isn't interesting to most chars, but could be used by non-melee builds - say you found Wyrm's End or that extra grace point would help you just that much with your song.
    The "ascetic archer" build?

    Leave a comment:


  • taptap
    replied
    Originally posted by debo
    Re: strength in adversity, it might be fun to replace this with an ability that makes you rage when you get hit for a certain amt / % of damage. I don't think we could keep the same ability on elessar for flavor reasons, but I think it might be more useful than SIA is now (and bumping con by 1 when you're hit for big damage could be neat?)
    That would be odd, increasing hp when hit big?

    Though I have an idea, that would work if lack of food would slow / prevent regeneration - so far only starvation does that afaik. Then it would be possible to stay in a str / gra bonus situation longer, which of course isn't interesting to most chars, but could be used by non-melee builds - say you found Wyrm's End or that extra grace point would help you just that much with your song.

    Leave a comment:


  • debo
    replied
    Re: strength in adversity, it might be fun to replace this with an ability that makes you rage when you get hit for a certain amt / % of damage. I don't think we could keep the same ability on elessar for flavor reasons, but I think it might be more useful than SIA is now (and bumping con by 1 when you're hit for big damage could be neat?)

    Leave a comment:

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