Sil 1.2 is now available.
Headline features:
* Some monsters now have abilities too, like Charge, Exchange Places and Songs...
* There are now chasms in the dungeon
* Many new vaults and interesting rooms
* Many balance improvements, minor changes, and bug fixes
Full Changelist:
Headline features:
* Some monsters now have abilities too, like Charge, Exchange Places and Songs...
* There are now chasms in the dungeon
* Many new vaults and interesting rooms
* Many balance improvements, minor changes, and bug fixes
Full Changelist:
Code:
- Sil 1.2.0 ---------------------------------------------------------------------------------------------- - broke savefile compatibility - sorry about this - it needs to happen every now and then and I schedule it for the 1.X.0 releases - many of the small improvements in this version are from the Sil variant: mpa-sil - I've noted this below where I remember -- apologies for those I've forgotten to credit - monster abilities - monsters can now have some of the abilities that the player can get - such as Charge, Cruel Blow, etc. - Morgoth and Gorthaur have songs of power - abilities - Throwing Mastery now prevents thrown items from breaking - Two Weapon Fighting no longer allows you to wield 'hand and a half' weapons in your off-hand - Knock Back - now requires there to be no monster in the square the creature is knocked into - so orcs don't get swapped in corridors etc - it now takes weapon weight into account in determining your effective strength - so you will want a heavy enough weapon to get your full strength bonus - Point Blank Shot now completely prevents the attack of opportunity from the enemy you just shot at, instead of 50% chance for all adjacent enemies - Skill requirements reduced on several early Evasion Abilities - Added the Evasion Ability: Leaping - Flanking no longer requires Dodging (though the latter still works well with it) - Heavy Armour use now has an alternative pre-requisite of Crowd Fighting - Lore-master no longer identifies chest traps (via mpa-sil) - Majesty now takes the monster's Will into account - instead of reducing morale by Will/4... - it reduces it by half the difference between your Will and theirs - Song of Sharpness now lowers enemy protection by 2% per point of Song - this is usually a smaller effect than the old rules - Song of Mastery is now slightly cheaper to make the skill point progression simpler - Unwavering Voice has been removed - having non-song abilities in the Song tree limits the ability for people to learn many songs - and this was the weakest one in terms of game mechanics - Woven Themes now makes the minor theme use (Song / 2) instead of (Song - 5) - this makes it worse in most cases - but this means more people will use Song abilities to get actual songs - made slightly more expensive to make the skill point progression simpler - smithing - 'slays' no longer cost a strength point to add to a weapon - it was too steep a cost for the early game, making no-one add them - artefact arrows now have half the difficulty - it was crazy costing you as much for 1 arrow as for 24 or a regular equipment piece - fixed several of the smithing bugs - the game is now clear that you can only use one of Enchant or Artifice per item - this removes the worst smithing bugs - fixed a bug with artefact rings and amulets forgetting their special bonuses sometimes - I think the only remaining bugs are glitches surrounding abilities on artefacts disappearing or duplicating - the work around is to only add abilities to artefacts immediately before the end - items - weights - randomised weights for weapons and armour are now less fine grained (via mpa-sil) - they come in multiples of 0.5 lb instead of 0.1 lb - other weights tweaked a bit to match (e.g. potions from 0.4 lb to 0.5 lb) - increased chance of generating out of depth items from 1 in 10 to 1 in 7 - identification - there is no longer a perception check when identifying items by use - (you automatically pass if you get the opportunity) - identification of passive abilities now occurs twice as quickly - reduced the late game frequencies of many potions/herbs - people typically had far too many of them by the throne room - horns - changed trumpets to horns - changed colours, descriptions, adjectives - dramatically reduced weight - added the Horn of Force, which knocks back enemies in its path - vampiric weapons no longer drain life from nonliving monsters - herbs of rage - now make you completely immune to fear - previously it was just resistance, but the possibility of frightened rage was silly - you can no longer identify monsters via the recall window - staffs of treasures now display non-subdued Deathblades - bows - Shortbows now native to 50 ft instead of 100 ft - so archers should be a bit easier to start - Longbows - now native to 150 ft instead of 350 ft - to give players a better choice of archery style through the game - no longer get the [-1] penalty - it was a bit fiddly and too few archers were using them anyway - Dragon-horn Bows are now 1d9 2.0lb - a bit like deathblades or the old longbows - they should be more tempting to the majority of archers who find them now - throwing items (daggers, spears, throwing axes) - now found in slightly larger stacks - removed some of the special item types they could get that required wielding - made an automatic throwing command: control-t - throws the first throwing item in your inventory at your target or closest monster - akin to "ff" - artefacts - made the Greatsword of Saithnar a bit less good - made the Shortsword of Galadriel rarer - tweaked the stats of the Helm of Curufin - it had (-1) instead of [-1] only because 5 years ago that was how all helms were... - the Cloak of Maglor now grants Song of the Trees - as Unwavering Voice was removed - display - molds are now always visible once sighted for the first time (via mpa-sil?) - made the darkest shade of grey (d1) a bit darker - needed to tell it apart more clearly from the others - visual display of hits on monsters changed - there is no longer a colour difference when doing more than 10 damage - instead, there is a colour difference when killing an opponent - significantly improved the self knowledge screen to show the quantitative effects - including the details of stacked levels of an attribute - now also identifies items if the item granting the power is known - (e.g. slay orc on melee weapon) (via mpa-sil) - weapon and armour weights are now shown when you walk over them (via mpa-sil?) - gave more detail in the in-game descriptions of some abilities (via mpa-sil) - if you are in a pit or web, this is now displayed in the status line - adjusted the 'notes' display - to let it fit slightly longer notes - and changed self-made notes so that the last few words don't automatically flow to the next line - which makes it easier to manually write long multi-line notes without looking ragged - falls now correctly display the character of the thing that made you fall in the combat rolls window - e.g. the staircase or the false floor - abbreviate "Health" and "Voice" when you have more than 100 points of it (via mpa-sil) - interface - removed "always pickup" and "prompt before picking things up" options - the former let you get free turns and wasn't really any easier than manual pickup - (since you want to pick up less than half of things and need a keystroke either way) - the latter was only needed with the former - added an user interface option to 'Forgo bonus attacks on unwary enemies' - this used to be always on, but can now be toggled - I've made sure it covers *all* bonus attacks (I'd missed Rapid Fire and maybe another) - targetting - firing an arrow 'ff' when the target is a location that is now out of line of fire, no longer fires - added an automatic throwing command that throws the first throwing item in inventory at the first target - both firing and throwing no longer automatically choose a target if it is out of range - you can now inscribe your melee weapon with "!a" somewhere in the inscription (via mpa-sil?) - this will trigger a warning every time you try to attack with it - good for pacifists, extreme stealth characters, and smithing equipment - you will also be similarly warned if trying to attack with a shovel or bare-handed - monster memory now explains that touch attacks ignore armour - you are notified when entering greater vaults (via mpa-sil) - monsters - unified how monster mana works - they each have a capacity of 15 points of 'mana' - it regenerates 1 point per round (if not singing) - casting a spell uses 10 - starting a song uses 1 per round - and monsters only decide to start if they have at least 10 - made the check for monsters to bash down doors the same as for the player - I don't know how this had got out of sync - it is now easier for monsters to bash doors - allowed weaker monsters to rarely (1 in 10) push past stronger ones - necessary for the new pathfinding code - orc warriors - now come in smaller groups - also have the Ability 'Charge' - easterlings - easterling archers - their longbows now do 2d7 instead of the old-fashioned 1d11 - easterling warriors - have the Ability 'Flanking' - Uldor, the Accursed is now an archer rather than a melee specialist - makes him more different, and good to have an archer unique - has the Ability 'Crippling Shot' - Ulfang, the Black - has the Ability 'Opportunist' - Maeglin - has the Ability 'Riposte' - cats - cat warriors - have the Ability 'Exchange Places' - Tevildo - has the Ability 'Cruel Blow' - and has melee reduced a little to compensate - trolls - all types have the Ability 'Knock Back' - Dagorhir, the Elfbane - now has the Ability 'Elf-Bane' - his base att/evn was lowered a bit to compensate - worm masses - now become unwary properly when you are far enough away (like other monsters) - since they don't breed when unwary, this should help with worm mass explosions - their crawl attacks no longer halve your armour (unneeded complexity) - but I've slightly increased damage to partially compensate - raukar - sulraukar are now easier to kill - reduced evasion and protection - ringraukar - increased damage - kemenraukar - reduced evasion - adjusted their AI slightly to weakly prefer open space to breaking through a wall - shadow spiders - reduced health (slightly), evasion, and melee - they seemed to be a bit too tough, but you will still want to remember to run away! - Thuringwethil is now coloured red to make her more distinct - Gorthaur - has gained a Song - Morgoth - has gained two Songs - and a point of Con to make him slightly more resilient - vaults - added many new vaults, including many designed by Clouded and some by HallucinationMushroom (from the Forum) - made vaults a little more common, including earlier in the dungeon - removed iron walls (a.k.a. permanent rock) - it wasn't really needed and we weren't doing anything interesting with it - traps - removed amnesia gas traps due to player frustration - removed flame traps from chests as they just encouraged dropping your flammable goods (via mpa-sil) - other - digging - you no longer need to be wielding a digger to dig with it - carrying it in your backpack is enough - this saves some turns (and tedium) when digging - but to balance this digging now provokes attacks of opportunity from adjacent enemies (like archery) - the strength requirements have been changed (via mpa-sil) - you now need Str 1 to clear rubble, Str 2 to break quartz, and Str 3 to break granite - it no longer depends upon the digger weight (as there was no clean way to do so) - stealth - reduced the difficulty of having monsters lose track of you (become unwary again) - previously you had to beat them at their perception roll by 30 - now it is by 25 - Vanish still give +10 to this roll - passing the turn in stealth mode doesn't suffer the speed penalty - so it is no longer advantageous to toggle stealth mode on and off if you want to pass - the word 'slow' is still displayed but that relates to the next action, not the last one - unified and clarified the stacking behaviour of numerous effects on the player and monsters - almost everything that can stack, does stack - all temporary effects (except entrancement): add new duration to the existing duration - speed: stacks but the final score is limited to be between 1 and 3 - elemental resistances: x levels of (net) resistance means damage/x x levels of (net) vulnerability means damage*x - sustains: +10x bonus to Will check - resist fear, blindness, confusion, stun, hallucination: +10x bonus to Will check - free action: +10x bonus to Will check - see invisible: +10x bonus to Perception check - aggravate: unwary monsters get +10x to perception check - regeneration: your regeneration rate is (1 + x) times normal - danger: monsters are generated as x levels deeper - cowardice: damage threshold to trigger fear is 10/x - haunted: x% chance per turn of generating a wraith - hunger: each level triples the rate, each level of slow digestion divides it by three. - sharpness: Amount from song (song*2 %) is added to amount from weapon (0%, 50%, or 100%) - slays/brands: each valid one adds a die of damage - light: your equipment levels add up to produce your light radius - light from sources on the floor, or monsters, or lit rooms, add their light levels on that square - things that don't stack - tunnelling: you tunnel with the best digger available, multiple diggers don't stack - abilities: multiple copies of an Ability (such as Sprinting) don't stack - entrancement: cannot affect you when you are already entranced - monster effects - morale effects: all add together - temporary effects: add new duration to the existing duration - the extra deep monsters generated during the escape now come from a wider range of levels - to add more variety to the escape - you no longer gain double experience for finding artefacts and unique monsters - it was a bit unnecessary... - removed the 'crown' screen at the end of the game - it was left-over from Angband and seemed out of place - if enough people want something like that, perhaps a better version could be added - Dungeon - more stairs on the really big levels - more chance that a shaft is placed instead of a stair - these things should make the escape a bit faster - bugfixes - chests weren't generating their contents properly - minor changes to some vaults to stop generating chests in locations where their items would disappear - off-hand weapons were using the wrong damage sides when making a charge attack - the boots of Irime now give the right self-knowledge text - when extra deep monsters are generated on a level in the pursuit, this no longer includes territorial ones - you can no longer see what items a creature is standing on if you detect it with staff of foes or listen - you can no longer see what items a creature is carrying unless you can see its square directly - monsters that can't use stairs will no longer try to flee to them - fixed the problem in debug mode where looking at newly generated monsters could print garbage strings - fixed the game taking a turn when declining to attack during the 'truce' - fixed the game taking a turn when you aborted an attempt to blow a horn (via mpa-sil) - fixed the game giving a turn of poison/regeneration/etc when you save via Control-X (!) - fixed a bug with two-weapon fighting where the off-hand penalty was only (-2) (via mpa-sil) - fixed a bug with removing autoinscriptions from one item type accidentally removing all of them (via mpa-sil) - off-hand weapon weight was counting for heavy armour use (via mpa-sil) - Feanorian lamps and lesser jewels granting brightness now auto-identify properly
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