Sil-Q 1.4.1 release

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  • Quirk
    replied
    Originally posted by Wiwaxia
    A minor request since you seem to be working on another release: could you add an "other" gender option to the character creation screen? (or just remove the gender field altogether, since I think it only affects the pronouns on the opening quote) It's a little thing but it matters a surprising amount, and I've been hesitant to recommend Sil or Sil-Q to nonbinary friends who I think might otherwise enjoy it because of that.
    I don't have any objection to removing the gender field. If anyone does, please speak up and give your reasons, but I think without the field we can all have the character default to the gender we assume for them in our head and nobody need be upset by it.

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  • Wiwaxia
    replied
    A minor request since you seem to be working on another release: could you add an "other" gender option to the character creation screen? (or just remove the gender field altogether, since I think it only affects the pronouns on the opening quote) It's a little thing but it matters a surprising amount, and I've been hesitant to recommend Sil or Sil-Q to nonbinary friends who I think might otherwise enjoy it because of that.

    Leave a comment:


  • wobbly
    replied
    Yeah I guess I don't have any great ideas here at the moment and there's certainly more important stuff to get right. The consumables are fine being consumable, maybe just fix the worst? The box full of blessed realms? Is there jewellery that wont work in a chest? Mixed jewels seems to make as much sense as here's where we store our blessed realm amulets. Straight off the mint. All catalogued, filed and stored in rows....

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  • Quirk
    replied
    Originally posted by wobbly
    Just looking at how chest contents actually work I can see why I've always felt there was something skew-if here. Like I can see the logic behind it, a box full of healing potions make sense but I'm not convinced the result is good.

    Part of the trouble is 3 is a significant number in how people recognise patterns. You start regularly pulling up a pattern of 3, then a slightly off-pattern of 3, then no pattern. It's an incredibly jarring effect.
    Yes. I'm not sure themed chests work very well as they are at present. That said, I'm not sure any permutation of them will seem very realistic without further tweaks to dungeon generation: I could expect certain results out of chests in a treasury, an armoury and a pharmacy, but the game doesn't have any of these, just random chests in random rooms populated by a number of vaguely thematic monsters.

    Interim suggestions are welcome.

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  • wobbly
    replied
    Just looking at how chest contents actually work I can see why I've always felt there was something skew-if here. Like I can see the logic behind it, a box full of healing potions make sense but I'm not convinced the result is good.

    Part of the trouble is 3 is a significant number in how people recognise patterns. You start regularly pulling up a pattern of 3, then a slightly off-pattern of 3, then no pattern. It's an incredibly jarring effect.

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  • wobbly
    replied
    Originally posted by wobbly
    Also just pulled 3 blessed realm amulets out of a small steel chest at 300'. There's a pretty noticeable pattern of getting the same things most but not all the time from chests, for example 2 quickness+1 miruvour from the earlier small wooden chest. Not sure what the deal is there.
    I guess this is my answer? :
    Code:
    	/*  Artefact rings are suitable for a chest */
    
    		case TV_RING:
    
    		{
    
    			if (k_ptr->sval == SV_RING_BARAHIR) return (TRUE);
    
    			if (k_ptr->sval == SV_RING_MELIAN) return (TRUE);
    
    			return (FALSE);
    
    		}
    
    
    
    		/*  Artefact amulets and Blessed Realm are suitable for a chest */
    
    		case TV_AMULET:
    
    		{
    
    			if (k_ptr->sval == SV_AMULET_TINFANG_GELION) return (TRUE);
    
    			if (k_ptr->sval == SV_AMULET_NIMPHELOS) return (TRUE);
    
    			if (k_ptr->sval == SV_AMULET_ELESSAR) return (TRUE);
    
    			if (k_ptr->sval == SV_AMULET_DWARVES) return (TRUE);
    
    			if (k_ptr->sval == SV_AMULET_BLESSED_REALM) return (TRUE);
    
    			return (FALSE);
    & likewise with the other themes? That's not a lot of options at certain depth ranges.

    Leave a comment:


  • wobbly
    replied
    Also just pulled 3 blessed realm amulets out of a small steel chest at 300'. There's a pretty noticeable pattern of getting the same things most but not all the time from chests, for example 2 quickness+1 miruvour from the earlier small wooden chest. Not sure what the deal is there.

    Leave a comment:


  • Quirk
    replied
    Originally posted by wobbly
    From throwing a stack of 4 spears{special}

    The spear{special} hits the orc scout
    the spear strikes truly
    You recognise it as a spear of gondolin
    You have 3 spears{special}
    the spear strikes truly
    You recongnise it as a spear of gondolin
    You have 2 spears of gondolin

    Not sure if I got id xp the 1st time, I know I got it the 2nd time
    Interesting. I'll look Into it. Thanks for the report.

    Leave a comment:


  • wobbly
    replied
    From throwing a stack of 4 spears{special}

    The spear{special} hits the orc scout
    the spear strikes truly
    You recognise it as a spear of gondolin
    You have 3 spears{special}
    the spear strikes truly
    You recongnise it as a spear of gondolin
    You have 2 spears of gondolin

    Not sure if I got id xp the 1st time, I know I got it the 2nd time

    Leave a comment:


  • Quirk
    replied
    Ah great, I hadn't found that. I'll look into what is going on there. Thanks.

    Leave a comment:


  • wobbly
    replied
    Got this today, from the version on angband.live :

    The mountain troll tries to knock you back, but you stand fast.
    You realize that the pair of greaves is a pair of greaves of the iron hills
    You realize that your Arrows is 33 Arrows.
    You realize that your Arrows is 94 Arrows.

    Leave a comment:


  • Quirk
    replied
    Hmm there have been some fairly substantial changes since I last pushed (Ease was boring and has been replaced, Smite is in and looking pretty exciting), but it should give people a chance at playing with the new Song tree. Right now I think Staunching will be somewhat OP, I cut it back to about a third as strong in my current development code. However all thoughts are welcome.

    Leave a comment:


  • HugoVirtuoso
    replied
    FYI, angband.live's Sil-Q has been updated up to commit 2fc4394 on the Sil-Q GitHub. Since it is fully updated up to that point, this is a great opportunity for our beta-testing. I hope Quirk doesn't mind this.
    Last edited by HugoVirtuoso; February 12, 2019, 01:31.

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  • Quirk
    replied
    Originally posted by Scatha
    My first thought: great spear assassin. But I'm not sure that it's actually better with spears. Anyway it's an elegant design.
    Thank you.

    I'm planning to have the "first attack" encompass all enemies hit by the swing so e.g. Follow Through, Whirlwind Attack and Impale would all be capable of heavy damage to multiple opponents. All these skills are currently on the weaker side so I don't anticipate this overpowering them. Zone of Control, Riposte, Rapid Attack are unaffected.

    Prerequisites wise I'm currently looking at Charge and Knockback.
    Last edited by Quirk; February 11, 2019, 12:39.

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  • Scatha
    replied
    Originally posted by Quirk
    For Melee lovers, I think I have a more interesting and elegant skill to replace Anticipate; Smite lets you roll maximum damage on your first attack of the turn when you're wielding a two handed weapon, at the cost of taking an additional turn to recover (i.e. your opponents get to move twice when you attack). The high damage overwhelms armour and kills quickly, but being committed for an extra turn comes with some danger.
    My first thought: great spear assassin. But I'm not sure that it's actually better with spears. Anyway it's an elegant design.

    Leave a comment:

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