Sil 1.3

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  • half
    Knight
    • Jan 2009
    • 910

    #16
    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.

    Comment

    • half
      Knight
      • Jan 2009
      • 910

      #17
      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.

      Comment

      • Serephina
        Rookie
        • Dec 2014
        • 23

        #18
        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 =[

        Comment

        • bron
          Knight
          • May 2008
          • 515

          #19
          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).

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          • Seravajan
            Rookie
            • Dec 2015
            • 14

            #20
            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.

            Comment

            • HugoVirtuoso
              Veteran
              • Jan 2012
              • 1237

              #21
              The early game was actually balanced to some extent...take the Orc warriors-chain-tactic for instance
              My best try at PosChengband 7.0.0's nightmare-mode on Angband.live:
              https://www.youtube.com/watch?v=rwAR0WOphUA

              If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other.

              As of February 18th, 2022, my YouTube username is MidgardVirtuoso

              Comment

              • taptap
                Knight
                • Jan 2013
                • 710

                #22
                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.

                Comment

                • half
                  Knight
                  • Jan 2009
                  • 910

                  #23
                  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.

                  Comment

                  • fph
                    Veteran
                    • Apr 2009
                    • 1030

                    #24
                    I like the early-game, and especially moving the serpents up. They add some variety to the "orcs-everywhere" of earlier versions.
                    --
                    Dive fast, die young, leave a high-CHA corpse.

                    Comment

                    • NotMorgoth
                      Adept
                      • Feb 2008
                      • 234

                      #25
                      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.

                      Comment

                      • Infinitum
                        Swordsman
                        • Oct 2013
                        • 315

                        #26
                        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?

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9637

                          #27
                          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.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • upen
                            Rookie
                            • Jan 2016
                            • 1

                            #28
                            Game crashes when trying to add additional windows (Character, messages, monster list) from the visibility menu. Windows 10. 1.2.1 is able to show/hide windows without issue.

                            Manually enabling them in the ini file works but it would be nice to not have to edit a text file.

                            Comment

                            • HallucinationMushroom
                              Knight
                              • Apr 2007
                              • 785

                              #29
                              Just now seeing the good news! Congrats on the new release.
                              You are on something strange

                              Comment

                              • half
                                Knight
                                • Jan 2009
                                • 910

                                #30
                                Originally posted by upen
                                Game crashes when trying to add additional windows (Character, messages, monster list) from the visibility menu. Windows 10. 1.2.1 is able to show/hide windows without issue.

                                Manually enabling them in the ini file works but it would be nice to not have to edit a text file.
                                Does this bug still happen if you wait until you are in the dungeon before enabling the windows? Crashes before that (on Mac and Windows) are a known bug. Of course I should also fix that bug at some point if it is not too hard...

                                Comment

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