Sil-Q 1.4.1 release

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  • seraph
    Adept
    • Jan 2016
    • 120

    #16
    Originally posted by Quirk
    Also, making the default shortsword 1d9 instead of 1d8 makes it a bit better for non-stabbing usage.
    i'm a little confused here. 1d7 is the default. are you adding the str bonus?

    Comment

    • Quirk
      Swordsman
      • Mar 2016
      • 462

      #17
      Originally posted by seraph
      i'm a little confused here. 1d7 is the default. are you adding the str bonus?
      Yes, sorry for being unclear. I mean that the 1d7 1.5 lb shortsword does 1d8 damage with the bonus, a 1d7 2 lb shortsword 1d9. Without any reduction from Finesse or Subtlety, the latter is straightforwardly better if you can muster the second Str (though worse than a longsword or curved sword in most practical contexts). They're close to the same with Finesse and Subtlety.

      Comment

      • Quirk
        Swordsman
        • Mar 2016
        • 462

        #18
        As a by-the-way, I'm introducing a new 1 lb weapon in the next release. Throwing Axes are being deprecated in favour of Hand Axes: a 5d1 1 lb weapon (so 5d2 with Str 1). This is a little on the weaker side, but with Power becomes quite reasonable. I had already removed damage side bonuses on rings and gloves to tone down Smithing a little.

        There are quite a few new things in my development release. 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.

        Comment

        • Scatha
          Swordsman
          • Jan 2012
          • 414

          #19
          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.

          Comment

          • Quirk
            Swordsman
            • Mar 2016
            • 462

            #20
            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, 13:39.

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            • HugoVirtuoso
              Veteran
              • Jan 2012
              • 1237

              #21
              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, 02:31.
              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

              • Quirk
                Swordsman
                • Mar 2016
                • 462

                #22
                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.

                Comment

                • wobbly
                  Prophet
                  • May 2012
                  • 2631

                  #23
                  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.

                  Comment

                  • Quirk
                    Swordsman
                    • Mar 2016
                    • 462

                    #24
                    Ah great, I hadn't found that. I'll look into what is going on there. Thanks.

                    Comment

                    • wobbly
                      Prophet
                      • May 2012
                      • 2631

                      #25
                      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

                      Comment

                      • Quirk
                        Swordsman
                        • Mar 2016
                        • 462

                        #26
                        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.

                        Comment

                        • wobbly
                          Prophet
                          • May 2012
                          • 2631

                          #27
                          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.

                          Comment

                          • wobbly
                            Prophet
                            • May 2012
                            • 2631

                            #28
                            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.

                            Comment

                            • wobbly
                              Prophet
                              • May 2012
                              • 2631

                              #29
                              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.

                              Comment

                              • Quirk
                                Swordsman
                                • Mar 2016
                                • 462

                                #30
                                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.

                                Comment

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