Sil-Q 1.4.1 release
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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
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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
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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
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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.Comment
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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 MidgardVirtuosoComment
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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
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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
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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 timeComment
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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 timeComment
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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
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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.
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);
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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
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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.
Interim suggestions are welcome.Comment
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