Sil 1.2
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I don't quite understand the issue with the chests as I've never IDed them. You can search to find the traps (though it is very difficult), or just try to open them and be hit by the trap (my usual choice) or use Freedom effects.Comment
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Just loaded it up, looks good so far though a few of the changes make me sad...If you haven't, you might want to make arrows' native depth 50' as well. Found a shortbow at 50', which was one thing...But if the idea is to make archers easier to start, an archer cannot fire with bow alone.Comment
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Good point. Feel free to point out any other failures to document -- I've evidently let a few slip past.Comment
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We have no plans for online play, but tiles are the main plan for 1.3. I think I'll require some help to get them working for Mac (which is my main development platform), but it looks like the new Mac port for Vanilla should be a great starting point.Comment
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I'm a little surprised at the woven themes nerf honestly, it seems like the major problem of the Song tree is that you can only sing one song at once so it's hard to want to buy a lot of songs. I don't usually play singers (just drop a bunch of XP near the endgame for the mandatory Song of Sharpness) but in theory Woven Themes should help with that issue.Comment
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There are two things about chasms that are bothering me:
- I've found vaults with loot you can only reach with leaping. I'm fine when it happens by accident but I don't like that it happens by design. Not necessarily related to this, but maybe there could be a consumable that fills in chasm squares (and/or digs them out).
- There are some interface problems with it, the most grating of which is that when you're out of LOS they show as black squares instead of their glyph, as if they were unmapped. Is this a problem with GCU or is it intended to work this way?
The rest of the changes seem nice, although I'll have to play through the changes to songs. Good work!Comment
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There are two things about chasms that are bothering me:
- I've found vaults with loot you can only reach with leaping. I'm fine when it happens by accident but I don't like that it happens by design. Not necessarily related to this, but maybe there could be a consumable that fills in chasm squares (and/or digs them out).
Note that there are actually a few ways to get around chasms, though I'll let people work these out for themselves. You thus might be able to get some of those 'unreachable' items without Leaping.
- There are some interface problems with it, the most grating of which is that when you're out of LOS they show as black squares instead of their glyph, as if they were unmapped. Is this a problem with GCU or is it intended to work this way?Comment
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Earthquakes can create chasms. There is some attraction in having a consumable which lets you pass chasms -- perhaps some abstracted version of rope -- but we haven't yet found a concept and rule we're happy with.Comment
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The vault I'm thinking of had easterling archers on islands surrounded by moats, and another moat at the center which had Nargil; it's probably "Bracket Islands"? I think abilities buying you loot with no other way to reach it is bad design (if there are work-arounds I haven't found them yet; it did occur to me that _earthquakes might do something). Stealth and perception make your life easier, and you could do something similar with e.g. shortcuts you can leap over for less/no fighting. You could at least leave diggable walls as an alternative. I don't find one vault particularly offensive but I'd hate to see it become a trend.
That is a GCU problem. I think chasms use 'D' as their standard colour, which darkens to 'd1' when out of sight. On 16 colour builds d1 is the same as d which is black. Setting chasms to a different colour in the terrain file would be a work around, or changing the darken() function. As a general note, I'm not sure what to do about GCU colour issues. I design the game for 32 colours and I think 90%+ of players use 32 colours and it is quite a bit of extra effort to try to get everything to degrade gracefully to 16 or 8, especially if some of those are fixed by the terminal implementation to by magenta or bold or something strange like that.Comment
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I was just second-guessing why that feature had been removed - I presumed there was an expected/encouraged way to achieve the same end - ie a better chance of safely opening a chest.Comment
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I've just found a second 3 use forge on 100'. I can't recall ever finding more than 1 forge at 100'. Just a heads-up in case this is unintended.
I'm loving the horn of warning option, or... the horn of come-get-some, as I think of it.
Edit: I should've mentioned that the two forges spawned in rooms connected by a short corridor, probably.Last edited by HallucinationMushroom; January 5, 2014, 17:14.You are on something strangeComment
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