Sil 1.2.1

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  • Psi
    Knight
    • Apr 2007
    • 870

    #46
    Originally posted by taptap
    This is just for information or are you playing with some challenge that forbids you using upstairs? You probably could have gone one up and jump in a chasm there. Or you fear missing loot once you create another level and leave it?
    It wasn't a conduct, but I thought it was a function of the dungeon generation that there should always be a downstair to the next level.

    Comment

    • WaveMotion
      Apprentice
      • Apr 2012
      • 53

      #47
      My totally blind guess: the staircase got overwritten by a chasm.

      Edit: if I had looked at the code and knew that chasms are generated later than stairs then this would be an educated guess, but I haven't and I don't and it's not.

      Comment

      • clouded
        Swordsman
        • Jun 2012
        • 268

        #48
        Originally posted by Psi
        Uldor is a funny one. He used to be my most feared early unique as he was tough for his depth due to his high protection. Now he is almost trivial if you can get up close and personal with him as he just runs backwards and forwards.
        I don't think the Uldor change has worked too well. As you say it is trivial to get him in a loop where you get free hits and he can't do anything, however he also has enough defense that sometimes you will still be unable to kill him in this situation. Also Umuiyan already exists as the token archery unique.

        By the way, how was Thuringwethil buffed? As far as I can tell she is identical to how she was in 1.1.1. Maybe it is just psychological, red is pretty scary.

        Comment

        • Psi
          Knight
          • Apr 2007
          • 870

          #49
          Originally posted by clouded
          By the way, how was Thuringwethil buffed? As far as I can tell she is identical to how she was in 1.1.1. Maybe it is just psychological, red is pretty scary.
          Having checked the edit files, I see what you mean. Maybe the red colour and a few lucky/unlucky rolls lead to the impression she was tougher than before. I certainly had never realised her melee skills were that good before.

          Comment

          • taptap
            Knight
            • Jan 2013
            • 710

            #50
            Inscriptions:

            If you have several group inscribed items you have now to remove inscriptions one by one (ring of frost in inventory and one equipped for example). Group inscriptions also don't seem to carry normally, I had two incribed rings of frost and one uninscribed in my last game. Uninscribed and inscribed ones didn't stack until I removed the inscription as well.

            Comment

            • Scatha
              Swordsman
              • Jan 2012
              • 414

              #51
              Originally posted by clouded
              I don't think the Uldor change has worked too well. As you say it is trivial to get him in a loop where you get free hits and he can't do anything, however he also has enough defense that sometimes you will still be unable to kill him in this situation. Also Umuiyan already exists as the token archery unique.
              Seems like maybe he just wants an AI tweak. For example if he tried to stay at least distance 3 away from you (versus a usual 2 for archers), but switches to melee combat if you ever get adjacent.

              In any case we should swap the protection figures over with Ulfang.

              By the way, how was Thuringwethil buffed? As far as I can tell she is identical to how she was in 1.1.1. Maybe it is just psychological, red is pretty scary.
              She was buffed in an earlier version; I guess this is what half was thinking of.

              Comment

              • debo
                Veteran
                • Oct 2011
                • 2402

                #52
                Originally posted by Scatha
                In any case we should swap the protection figures over with Ulfang.
                Uldor's protection was already nerfed from 5d4 to 3d4. Giving Ulfang 5d4 seems like an OK idea.

                I basically try to avoid Uldor unless I can find a way to pin him somewhere against a wall (dead-end tunnel or something). It's kinda super annoying otherwise. His escort is actually the worst part imo
                Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

                Comment

                • Scatha
                  Swordsman
                  • Jan 2012
                  • 414

                  #53
                  Originally posted by debo
                  Uldor's protection was already nerfed from 5d4 to 3d4.
                  Sorry, yes, my mistake.

                  Comment

                  • absolutego
                    Scout
                    • Aug 2013
                    • 41

                    #54
                    ^t seems to work perfectly while confused

                    Comment

                    • half
                      Knight
                      • Jan 2009
                      • 910

                      #55
                      Originally posted by Psi
                      No downstairs on this level - only down shaft or chasm. Is that a bug?
                      I think the only rules at present are that you always start on the stair type (shaft/stair) that you used to get to the level, and that there will always be the same number of up and down on the level (number depends on level size). Each one now has a 50-50 chance of being a shaft, so no guarantee of stairs.

                      Comment

                      • locus
                        Adept
                        • Nov 2012
                        • 165

                        #56
                        Inconsistency I have just noticed - when I am raging and hallucinating (because I have eaten all the herbs in my pack at once), I only strike out at the real enemies adjacent to me and not the hallucinated ones.

                        Comment

                        • Psi
                          Knight
                          • Apr 2007
                          • 870

                          #57
                          Got breathed on serveral times by a sapphire serpent in the comp, but my ring of warmth did not id even though I could see the "1/2" in the combat window to confirm what it was.

                          Comment

                          • Infinitum
                            Swordsman
                            • Oct 2013
                            • 319

                            #58
                            Angrist's description doesn't show properly when using a Staff of Self knowledge; it shows a string of numbers instead of a legible value when describing the armor penetrating property.

                            Comment

                            • taptap
                              Knight
                              • Jan 2013
                              • 710

                              #59
                              The variants page here isn't updated yet and still offers 1.1.1.

                              Comment

                              • tmoiynmwg
                                Rookie
                                • Jul 2013
                                • 9

                                #60
                                In the smithing interface, gloves of treachery add to strength instead of subtracting. I don't know if they work like that in-game as well.

                                Comment

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