I'm still not sure what triggers it. Of all the cat fights I've had, I think I've seen it happen maybe 3-4 times. I imagine for high-evasion low-protection fighters they will be worse than before, but I still haven't noticed a difference really. Orc warrior charge was the most startling change for me.
Sil 1.2
Collapse
X
-
I'm still not sure what triggers it. Of all the cat fights I've had, I think I've seen it happen maybe 3-4 times. I imagine for high-evasion low-protection fighters they will be worse than before, but I still haven't noticed a difference really. Orc warrior charge was the most startling change for me.Comment
-
they haven't changed that much. exchange places doesn't trigger often, but they pull it off sometimes (i've died a couple times to them, running away into a cat pack). i'm not sure i like the free attack but it doesn't matter much.
i wish we had online play so i could see what situations bluefish is running into. i don't think these are e.g. pacifists that we're talking about.
Originally posted by deboI imagine for high-evasion low-protection fighters they will be worse than before, but I still haven't noticed a difference really. Orc warrior charge was the most startling change for me.Comment
-
If I had to guess, I think it's probably a lack of flanking and trying to fight them 1-1 or run from them in corridors that is killing him. If they vortex you into a room when you were trying to fight them in a tunnel, that could be super bad. What if you were trying to controlled retreat!Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'Comment
-
The biggest danger from the new cat-warriors seems to be if you encounter them along with another threat you'd want to run from, they can make it impossible to escape. It's an interesting dynamic, makes those little f's more threatening than they would otherwise be.
I agree that 1.2 is a harder version of Sil, but that's fine by me. The late game was maybe too easy, comparatively speaking, before. It's nice that now even when you're powerful there are more things that can kill you than just turning a blind corner into a point-blank firebreath.Comment
-
I usually find cats tolerable as long as I make sure to stay well away from corridor openings (at least 3-4 steps in) and have at least a token amount of points in Archery. I like them; they're part of what makes the lategame interesting besides larger numbers getting thrown around.Comment
-
Very dependent on your build, with high evasion, flanking, sprinting or as an archer or singer you probably hardly realize the change, if you are "slow" and need 1-1 fights (say controlled retreat polearm) it can really mess with you. This kind of play now seems to require some kind morale effects to push them away occasionally, they still have low will, do they? Basically cats just got much stronger against those chars that already had trouble with them. (My last attempt - protection, channeling belegost - died due to cat exposure as well. I could make them flee in corridors one direction at a time, but they messed me up in the open.)
If it really comes down to "lack of flanking/sprinting" then it would have been a bad change. They should be an option, not mandatory abilities. (Still I don't think it really goes this far.)Comment
-
If I had to guess, I think it's probably a lack of flanking and trying to fight them 1-1 or run from them in corridors that is killing him. If they vortex you into a room when you were trying to fight them in a tunnel, that could be super bad. What if you were trying to controlled retreat!Comment
-
small bug (likely old):
when a staff is use-identified and you have channeling you basically know everything about the staff (type and charges), yet identify staff still offers to identify it.
what do people think about the new rings? the wonderful -1 damage, -1 strength, -1 dexterity rings that are so common now. (playing without loremaster here) i am very tempted to ignore rings early on, but then I end up throwing away important resists that I may not get so easy later on. my current game I found the first sanctity at 650 ft. until then I had -1 strength and flickering shadows.Last edited by taptap; March 9, 2014, 19:59.Comment
-
small bug (likely old):
when a staff is use-identified and you have channeling you basically know everything about the staff (type and charges), yet identify staff still offers to identify it.
what do people think about the new rings? the wonderful -1 damage, -1 strength, -1 dexterity rings that are so common now. (playing without loremaster here) i am very tempted to ignore rings early on, but then I end up throwing away important resists that I may not get so easy later on. my current game I found the first sanctity at 650 ft. until then I had -1 strength and flickering shadows.Comment
-
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.Comment
-
Is there an element that damages/destroys jewellery in Sil, like how acid damages/destroys your equipment?My Chiptune music, made in Famitracker: http://soundcloud.com/patashuComment
-
I play through everything (unless I die), but I find the equipment based STR (imo worse than damage -1 at start) and DEX losses harder to survive than wight, mold or consumable based drains - as there is exactly one way (or curse breaking) to get rid of it, while for the other drains I can use the potion or restoration or even lembas to recoup the loss. And short of lore keeper or understanding staff there is no way to avoid them.
Jewellery used to be fairly easy to use identify and the way to some useful early bonus, now I tend to avoid jewellery until I feel lucky or have a few un-IDed staffs. How do you people play with jewellery now? I suppose for many it is waiting for Lore Master, for the rest?Comment
-
This is surprising. I don't think we changed anything particular to the ring rarities. If this isn't just bad luck for your characters, then the only thing I could think of is it being an effect of being more likely to find rings of Str etc early due to the increased out of depth items.
We've noted that with the new text about curses, the clearly bad items like these make less flavourful sense. We might just eliminate the negative versions of stat and damage items.Comment
-
This is surprising. I don't think we changed anything particular to the ring rarities. If this isn't just bad luck for your characters, then the only thing I could think of is it being an effect of being more likely to find rings of Str etc early due to the increased out of depth items.
We've noted that with the new text about curses, the clearly bad items like these make less flavourful sense. We might just eliminate the negative versions of stat and damage items.Comment
Comment