Sil 1.3

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  • Nick
    replied
    Originally posted by Infinitum
    Avari Elves? Dunno how to make them interesting beyond being kinda sorta inbetween Sindar and Edain in power level though. Goodish stats without affinities coud work as a "vanilla" challenge race perhaps?
    Other possibilities include
    • Laiquendi, the Green-Elves of Ossiriand
    • Druedain (like Ghan-buri-Ghan from Lord of the Rings)
    • Easterlings (the people of Bor were faithful to the Elves, as opposed to the people of Ulfang)
    • Ents and Maiar as mentioned, but to handle them with the sort of faithfulness Sil has shown so far would be difficult
    • If you allowed peoples from outside Beleriand, the other houses of the dwarves, potentially other humans, or even proto-hobbits


    That said, even the best of these are a bit marginal compared to the existing options; and one of the defining characteristics (in my view) of Sil is the fact that it hasn't expanded in the ramshackle way that *bands (particularly Zangband and its derivatives) have.

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  • Infinitum
    replied
    Avari Elves? Dunno how to make them interesting beyond being kinda sorta inbetween Sindar and Edain in power level though. Goodish stats without affinities coud work as a "vanilla" challenge race perhaps?

    Leave a comment:


  • NotMorgoth
    replied
    There's not really much scope for adding more races while remaining true to the Tolkien mythology. I guess there could be Ents (though I'm not sure enough of the timeline to know if they existed at the time the game is set.)

    The other possibility would be Maiar, for which there is at least some kind of precedent, as Luthien was the daughter of a Maia.

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  • fph
    replied
    I like the early-game, and especially moving the serpents up. They add some variety to the "orcs-everywhere" of earlier versions.

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  • half
    replied
    Originally posted by Seravajan
    Was there not mentioned in the past, that there will be more races and houses in Sil 1.3? And a rebalancing of the early game to make it a little bit easier?

    In the release change list there was nothing listed about these points. And there are no new races and houses.
    It has been a while since 1.2.1 was released, but I don't remember suggesting there would be more races or houses (and I can't think what they would be). The early game has been changed quite a bit with the new monsters -- many other monsters have been moved up or down 50 or 100 ft, and have had some minor tweaks to adjust for this. I'm not sure if it is a bit easier or not, but would welcome feedback for the inevitable 1.3.1 balance tweak.

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  • taptap
    replied
    Originally posted by Seravajan
    Was there not mentioned in the past, that there will be more races and houses in Sil 1.3?
    No, it wasn't. A few people wished for that to happen. And the early game has changed a lot.

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  • HugoVirtuoso
    replied
    The early game was actually balanced to some extent...take the Orc warriors-chain-tactic for instance

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  • Seravajan
    replied
    Was there not mentioned in the past, that there will be more races and houses in Sil 1.3? And a rebalancing of the early game to make it a little bit easier?

    In the release change list there was nothing listed about these points. And there are no new races and houses.

    Leave a comment:


  • bron
    replied
    Originally posted by Serephina
    Having compiled on Ubuntu, can you tell me how you got the animations (ie dmg number popups) to play? It's borderline impossible to play without them for me =[
    I don't know about "popups", but in order to read the damage number I just increase the delay. Go to the Options menu ('O'), select "Visual Options", and set the "Delay factor for animation" to 6 (or more, if you have a particularly fast computer).

    Leave a comment:


  • Serephina
    replied
    Originally posted by bron
    I got similar warnings compiling on Ubuntu, but the resulting executable works fine for me. I also run the "curses" (gcu) version only, and exclude the X11 stuff from the compile. I'm afraid I don't know Windows.
    Having compiled on Ubuntu, can you tell me how you got the animations (ie dmg number popups) to play? It's borderline impossible to play without them for me =[

    Leave a comment:


  • half
    replied
    Originally posted by taptap
    Using the binary on MacOS X 10.9.5 - yeah, I am always lagging behind with my OS - it works, but weirdly does not accept all keys. E.g. have to access @-screen via ESC+b. Probably go back to running with the windows binary. 1.2.1 works fine on 10.9.5.

    Thanks for the update. Happy new year.
    Interesting. I had a lot of trouble getting the keybindings to work properly in the Mac version, and it might be OS version dependent. The '@' key definitely works on my iMac running 10.10.5

    The fact that the Mac keys are working at all is thanks to myshkin's generous assistance.

    Leave a comment:


  • half
    replied
    Originally posted by mrrstark
    Win7, title screen, try to resize the recall window and it crashes.
    I think this resizing bug has been around since earlier versions. The extra windows should work fine once a character has been created.

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  • half
    replied
    Originally posted by nikheizen
    When trying to compile from source (system is windows 7 x64 with 64 bit cygwin), I get a ton of "set, but unused variable" warnings. I am able to play the tutorial, but after completing character gen and entering a name, the standard game freezes without generating the dungeon. I don't receive any error messages of any sort. I'm using the simple mgcu install.

    I can paste the compile process on pastebin if that would help.
    Thanks for letting me know. The main work on this version was in getting the Cocoa Mac version working. This will be irrelevant to most users, but as I develop on a Mac, it was essential for me to be able to continue developing the game (since the Carbon version can no longer be compiled on a modern Mac). This involved finally incorporating some of the build changes that happened in Vanilla after 3.0.5 (when Sil branched off). It is possible that some of these changes caused your problems, or alternatively that you would have had the same problems with 1.2.1. Scatha didn't get any warnings when he compiled 1.3 for Windows.

    If you could share the warnings, that would be great!

    EDIT: Ah, just saw that you got it to work. No need to send the warnings then.

    Leave a comment:


  • taptap
    replied
    Using the binary on MacOS X 10.9.5 - yeah, I am always lagging behind with my OS - it works, but weirdly does not accept all keys. E.g. have to access @-screen via ESC+b. Probably go back to running with the windows binary. 1.2.1 works fine on 10.9.5.

    Thanks for the update. Happy new year.

    Leave a comment:


  • HugoVirtuoso
    replied
    Originally posted by mrrstark
    Win7, title screen, try to resize the recall window and it crashes.
    This is still a bug in 1.3 (though I"m using WindowsXP, heh)

    Leave a comment:

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