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  • HugoVirtuoso
    Veteran
    • Jan 2012
    • 1237

    #61
    Reminder to Gwarl when he updates angband.live's Sil-Q to 1.3.2: Old 1.3.1 are incompatible in 1.3.2.
    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

    • nikheizen
      Adept
      • Jul 2015
      • 144

      #62
      Hey Quirk.

      I made a pull request to your github repository. It is entirely clean-up and making the repository look nice on github.com.
      You can find it here.
      If you have any questions about it you can reach me here or in the PR thread on github.

      I also had some requests/feedback from my playtesting:
      • You start wielding the curved sword. (mpa)
      • Warn before moving beside immobile creatures. (mpa)
      • Full monster memory. (mpa)
      • Weapons which light up around enemies reveal to you their slaying property. (mpa)
      • Accuracy/Evasion rings are too hard to craft. 16 difficulty for +2 doesn't recognize that in addition to buffing Melee/Evasion, +1 dexterity also affects archery and stealth. 7/14/21 may be better.
      • Decreasing a stat with artifice costs draining to that stat to forge.
      • Song of Aule does not tell the player that it grants rFire in its description.
      • Rout is probably too powerful. For 800 XP an elf gets 3 Archery, Rout, and Precision. With 4 DEX and a 3lb longbow that's +13 vs. 1/2 Evasion against fleeing enemies with crits on +9. That's far too little XP investment IMO for getting 1 crit per shot average on +8 evasion monsters. +4 effective DEX and a 4 Archery requirement seems more fair to me.


      If you are not interested in implementing full monster memory, it may be worth looking into decoupling memory from save files a-la Vanilla, this way you can have multiple saves but retain your memory between them. Or copy your old memory folder to a new machine and start from scratch.

      Thanks for your hard work!
      Last edited by nikheizen; November 15, 2017, 12:42.

      Comment

      • Tyrael
        Rookie
        • May 2015
        • 8

        #63
        Thank you so much for what you're doing, I've always liked to play smiths but the penalties always made them quite harsh to play, I'm really loving this fork and I think it really brought a breath of fresh air not only to Sil , but the *band community itself.
        One minor bug I've discovered while smithing: When smithing a new artefact and choosing a new ability to attach to an item, artifice gives enchantment and expertise gives artifice, while masterpiece gives expertise. This luckily doesn't happen to any other ability and it's simply the wrong name for the right ability so it's not a big deal.

        Anyway again, I really like all these changes and making Morgoth really worth the splash text is also something Sil sorely needed, you're doing a great job!

        Comment

        • Quirk
          Swordsman
          • Mar 2016
          • 462

          #64
          @Tyrael: Thanks for the bug report! Much appreciated.

          @nikheizen: Thanks for the pull request. Will take a look later.

          With regard to the other points:
          mpa additions sound reasonable (warning might need an option to toggle) - will try to include in next release. Will consider monster memory options.

          Agree that negative stats shouldn't cost. Will update Song of Aule also.

          Not convinced on Evasion vs Dex. Typically people do not increase Evasion/Melee/Archery/Stealth equally. This interacts with the way costs increase more steeply as skills rise - so for e.g. a character with 20 Evasion, 14 Melee, 5 Archery, 0 Stealth, increasing Evasion by 2 requires as much XP as increasing everything by 1 - and in such a case the Archery or Stealth gain is probably being underutilised by the character build. Being a jack of all trades usually isn't a great Sil strategy. There will be plenty of cases where Dex is the better choice of course but I don't think it is at all a no-brainer decision.

          On top of this, Dex rings have a stat cost to make. Evasion rings don't.

          Pretty much the only end game quality gear you could make originally with a newbie smith at 100 with no stat penalty was those rings; I am not uncomfortable with shaking up that strategy.
          Last edited by Quirk; November 15, 2017, 19:47.

          Comment

          • Gwarl
            Administrator
            • Jan 2017
            • 1025

            #65
            I'm personally opposed to full monster memory by default, not opposed to decoupling it from savefiles, but that seems unnecessary given that multiple savefiles are themselves unnecessary.

            Comment

            • wobbly
              Prophet
              • May 2012
              • 2629

              #66
              Multiple save files are convenient. Even in a short game like Sil you sometimes don't feel like playing your parked character but don't really want to quit because you'll continue it later. Multiple save files are a heap more convenient then having an extra copy of the game for every parked character.

              Comment

              • Quirk
                Swordsman
                • Mar 2016
                • 462

                #67
                Originally posted by nikheizen
                Rout is probably too powerful. For 800 XP an elf gets 3 Archery, Rout, and Precision. With 4 DEX and a 3lb longbow that's +13 vs. 1/2 Evasion against fleeing enemies with crits on +9. That's far too little XP investment IMO for getting 1 crit per shot average on +8 evasion monsters. +4 effective DEX and a 4 Archery requirement seems more fair to me.
                Glad to have some feedback. My initial feeling was that having a skill that worked only against fleeing enemies was going to be a little win-more for most non-specialist-flee builds - i.e. the skill is best at points when you don't need help - and so it should look fairly strong. I'd love to have other people chime in on this; I know from Angband.live that Rout is decently popular. I'm entirely open to the possibility that +4 or +3 would be ample.

                Comment

                • Infinitum
                  Swordsman
                  • Oct 2013
                  • 315

                  #68
                  Eh. Killing fleeing enemies is pretty win more, and it's in direct competition with opportunist for melee-centric builds (and opportunist also wrecks flittering enemies). Could be fun with morale-lowering abilities perhaps?

                  Comment

                  • wobbly
                    Prophet
                    • May 2012
                    • 2629

                    #69
                    Looking at forewarned: prereq - focus or concentration, can we get a non-combat prereq in there for pacifists? keen senses perhaps?

                    Comment

                    • nikheizen
                      Adept
                      • Jul 2015
                      • 144

                      #70
                      Originally posted by Quirk
                      Glad to have some feedback. My initial feeling was that having a skill that worked only against fleeing enemies was going to be a little win-more for most non-specialist-flee builds - i.e. the skill is best at points when you don't need help - and so it should look fairly strong. I'd love to have other people chime in on this; I know from Angband.live that Rout is decently popular. I'm entirely open to the possibility that +4 or +3 would be ample.
                      I think that getting a powerful boost against fleeing enemies is fine, but it's too cheap to acquire for elves.

                      Comment

                      • wobbly
                        Prophet
                        • May 2012
                        • 2629

                        #71
                        Got this uploading my character dump:

                        Code:
                        reading chardump, please wait...
                        error: unknown variant! Name Nelvatyn Age 1,292 Str 2 = 0 +2
                        webmaster was notified
                        error: unknown variant! Sex Male Height 6'1 Dex 5 = 4 +1
                        webmaster was notified
                        error: unknown variant! Race Sindar Weight 170 Con 7 = 4 +3
                        webmaster was notified
                        error: unknown variant! House Doriath Gra 6 = 4 +2
                        webmaster was notified
                        error: unknown variant! Game Turn 8,975 Melee (+6,1d4) Melee 6 = 1 +5
                        webmaster was notified
                        error: unknown variant! Exp Pool 649 Bows (+6,0d0) Archery 6 = 0 +5 +1
                        webmaster was notified
                        error: unknown variant! Total Exp 43,949 Armor [+12,3-7] Evasion 12 = 5 +5 +2
                        webmaster was notified
                        error: unknown variant! Burden 66.1 Stealth 13 = 10 +5 -2
                        webmaster was notified
                        error: unknown variant! Max Burden 144.0 Health -9:71 Perception 16 = 10 +6
                        webmaster was notified
                        error: unknown variant! Depth 1000' Voice 27:59 Will 9 = 3 +6
                        webmaster was notified
                        error: unknown variant! Min Depth 1000' Song Lorien Smithing 6 = 0 +6
                        webmaster was notified
                        error: unknown variant! Light Radius 2 Silence Song 23 = 16 +6 +1
                        webmaster was notified
                        error: unknown variant! You are one of two children of a Sindar bard. You have light grey
                        webmaster was notified
                        error: unknown variant! eyes, straight black hair, and a fair complexion.
                        webmaster was notified
                        Not sure what you changed to the crown requirements, as I had 3 str+power & one of the black blades wielded 2-handed & still couldn't break it. Also not so sure about being able to smash the blade on the 1st sil, this kinda means sneakers have to muck around with moving the crown or moving Morgoth to be viable.

                        Oh, character dump here:

                        Comment

                        • Quirk
                          Swordsman
                          • Mar 2016
                          • 462

                          #72
                          Originally posted by wobbly
                          Got this uploading my character dump:

                          Code:
                          reading chardump, please wait...
                          error: unknown variant! Name Nelvatyn Age 1,292 Str 2 = 0 +2
                          webmaster was notified
                          error: unknown variant! Sex Male Height 6'1 Dex 5 = 4 +1
                          webmaster was notified
                          error: unknown variant! Race Sindar Weight 170 Con 7 = 4 +3
                          webmaster was notified
                          error: unknown variant! House Doriath Gra 6 = 4 +2
                          webmaster was notified
                          error: unknown variant! Game Turn 8,975 Melee (+6,1d4) Melee 6 = 1 +5
                          webmaster was notified
                          error: unknown variant! Exp Pool 649 Bows (+6,0d0) Archery 6 = 0 +5 +1
                          webmaster was notified
                          error: unknown variant! Total Exp 43,949 Armor [+12,3-7] Evasion 12 = 5 +5 +2
                          webmaster was notified
                          error: unknown variant! Burden 66.1 Stealth 13 = 10 +5 -2
                          webmaster was notified
                          error: unknown variant! Max Burden 144.0 Health -9:71 Perception 16 = 10 +6
                          webmaster was notified
                          error: unknown variant! Depth 1000' Voice 27:59 Will 9 = 3 +6
                          webmaster was notified
                          error: unknown variant! Min Depth 1000' Song Lorien Smithing 6 = 0 +6
                          webmaster was notified
                          error: unknown variant! Light Radius 2 Silence Song 23 = 16 +6 +1
                          webmaster was notified
                          error: unknown variant! You are one of two children of a Sindar bard. You have light grey
                          webmaster was notified
                          error: unknown variant! eyes, straight black hair, and a fair complexion.
                          webmaster was notified
                          Not sure what you changed to the crown requirements, as I had 3 str+power & one of the black blades wielded 2-handed & still couldn't break it. Also not so sure about being able to smash the blade on the 1st sil, this kinda means sneakers have to muck around with moving the crown or moving Morgoth to be viable.

                          Oh, character dump here:
                          http://angband.live/wobbly/silq/Nelvatyn.txt
                          Think the upload issue was angband.live not supporting the variant fully yet.

                          Something like 3d9 with sharpness should be enough to break off a Sil but will require a little luck if you're not rolling crits - might take a while. I hadn't considered pacifists angering Morgoth on the first Sil; will patch that for the next release.

                          Three prerequisite possibilities is a bit unwieldy; maybe should drop the prereq altogether?

                          Comment

                          • Quirk
                            Swordsman
                            • Mar 2016
                            • 462

                            #73
                            Originally posted by nikheizen
                            I think that getting a powerful boost against fleeing enemies is fine, but it's too cheap to acquire for elves.
                            Hmm. How would you feel about keeping it as the bottom of the skill tree but making it +3?

                            Comment

                            • wobbly
                              Prophet
                              • May 2012
                              • 2629

                              #74
                              Originally posted by Quirk
                              Think the upload issue was angband.live not supporting the variant fully yet.

                              Something like 3d9 with sharpness should be enough to break off a Sil but will require a little luck if you're not rolling crits - might take a while. I hadn't considered pacifists angering Morgoth on the first Sil; will patch that for the next release.

                              Three prerequisite possibilities is a bit unwieldy; maybe should drop the prereq altogether?
                              Yeah just drop the prereqs maybe. It looks like a very niche ability anyway, I don't think you want to enforce it to a strict build when it's likely to be a rare pick anyway.

                              Comment

                              • nikheizen
                                Adept
                                • Jul 2015
                                • 144

                                #75
                                So having played a bunch of this over the last week, I have a few comments.
                                • New forging stuff turns out to be great. Definitely a win over vanilla. I wish there were a way to bring up the guaranteed forges in-game though. Maybe a message as you enter guaranteed depths like "You hear the echoes of a hammer clanging on steel."
                                • Smithing did remind me how absolutely much I loathe traps in Sil. The only traps I actually like are Webs and Roosts, since they are the only remotely dangerous ones. Everything else is a joke, or an immense annoyance (false floors on a smithing character are just bad gamefeel). Have you considered deleting them/reworking the traps which are in-game?
                                • Really don't like the new Silcutting mechanics. After actually going through the source code I think that they are too hard to explain to the player concisely in-game. They remind me a lot of nethack, a game where most things are fun and interesting exactly once. I kinda see what you were going for, but I am not a fan.
                                • Removal of deathblades is a huge blow for Subtlety as an ability/build (which was already not too strong). They probably need a replacement high-end 1dx weapon like how bows have dragon-horn. Possibly flavour them as dragon fangs or meteoric steel blades?
                                • I brought this up on github, but untying consumables/staves/horns from depth and just making them roll on a rarity table when trying to create items of that type would reduce spoileriness (i.e. you know this stack of 5 pots early is probably antidote).
                                • New orc duo is cute. Happy to see that Lug has gone down another notch since last I played.

                                Originally posted by Quirk
                                Hmm. How would you feel about keeping it as the bottom of the skill tree but making it +3?
                                I like that it's a big boost, my main qualm is that it's too easy to get, but that could work too.

                                You should email pav and ask him to set up a ladder for Q if you plan on continuing.
                                Last edited by nikheizen; November 23, 2017, 22:23.

                                Comment

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