A new release, just in time for the holidays!
Archery has been overhauled. Dedication and Deadly Hail made it from the beta. Running Shot and Steady Hands didn't. Two new skills replace them, Blessing of Orome and Fletchery. I have wavered back and forth on how powerful Blessing of Orome is. Currently it's placed quite close to the start, skills-wise, because it's easier to get people to investigate it if it only takes a small investment.
The first level has also been overhauled, and has a new enemy and new terrain which both feed into Sil's light-matters theme. The new terrain may occur occasionally a little deeper in the dungeon, becoming rarer the deeper you get.
There are a number of quality of life improvements - starting with a sword equipped, staircases not falling through if you take them too fast on the ascent, staves no longer require a Will check, it's less likely to lose loot dropped on a crowded floor. There are many little bugfixes including level generation trying harder to generate a route downward that isn't blocked by a chasm and Song of Oaths not crashing the game.
Morgoth will be a little more challenging on the ascent - he arrives on the level a little closer to you than he did before. The more Sils you have the more closely he will pursue you.
Play. Enjoy. Have a merry Christmas.
Get it here:
Thanks are due to a great many people including wobbly, Hugo, MITZE, Angriath, Jamba and Blinkhog.
I note incidentally that I didn't list all the bugfixes in the changelog - so double-identifying Esgalduin and wrath have been fixed, they just didn't get listed.
Archery has been overhauled. Dedication and Deadly Hail made it from the beta. Running Shot and Steady Hands didn't. Two new skills replace them, Blessing of Orome and Fletchery. I have wavered back and forth on how powerful Blessing of Orome is. Currently it's placed quite close to the start, skills-wise, because it's easier to get people to investigate it if it only takes a small investment.
The first level has also been overhauled, and has a new enemy and new terrain which both feed into Sil's light-matters theme. The new terrain may occur occasionally a little deeper in the dungeon, becoming rarer the deeper you get.
There are a number of quality of life improvements - starting with a sword equipped, staircases not falling through if you take them too fast on the ascent, staves no longer require a Will check, it's less likely to lose loot dropped on a crowded floor. There are many little bugfixes including level generation trying harder to generate a route downward that isn't blocked by a chasm and Song of Oaths not crashing the game.
Morgoth will be a little more challenging on the ascent - he arrives on the level a little closer to you than he did before. The more Sils you have the more closely he will pursue you.
Play. Enjoy. Have a merry Christmas.
Get it here:
Thanks are due to a great many people including wobbly, Hugo, MITZE, Angriath, Jamba and Blinkhog.
I note incidentally that I didn't list all the bugfixes in the changelog - so double-identifying Esgalduin and wrath have been fixed, they just didn't get listed.
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