Sil-Q 1.4.2 release
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Feature request:
When you have an un-Ided weapon with a slay on it, make a message that says 'your short sword {special} glows if a suitable monster is near by, even if the weapon is 'in your pack'. The nonsense of dropping it on the floor to check is just unnecessary tedium. (Possibly have the message even if the weapon is ided.)
Auto-IDing from the glow isn't so hot either - surrounded by wolves and orcs, your weapon could be either Gondolin or Doriath.
Have added a colour change when you look at your inventory - glowing weapons will highlight in cyan.Comment
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So, apparently Flanking ?still works while confused. I encountered this while fighting Madthorns, but couldn't tell if it was because I was running into them or if 'flanking' took effect while going in a different confused direction around them. Let us know if this intended behavior. ThanksMy 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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I'm not sure I want it to work with Flanking - Dodging already does that, and I think thematically Flanking is mobility-based. It will still work nicely with Controlled Retreat.Comment
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I meant if you didn't move last turn. It would be a different rhythm to dodge/flanking which is move every beat, this is more move on the offbeat. No real strong feeling on it, just as long as it works with controlled retreat which is pretty much the only synergy block has at the moment.Comment
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hand axes are... terrible. i found a 5d2 one and was decided my vanilla great sword was better. 5d4 vs 3d8. and this is a best case scenario.Comment
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Not sure this is a fair comparison. Hand axes are one handed; you can use a shield. You might as well say that great swords obsolete longswords.Comment
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In any case they're being changed for the next release because they were a bit on the broken side with smithing. They'll remain 1 lb but 4d2 base, so 4d3 with no bonuses, climbing to 4d5 with fine and Power.
If you compare either 4d5 or 5d4 with a 2d10 longsword, it should be fairly easy to see the axe has a better average without crits, a better worse case, and requires 1 strength against the longsword's 3.Comment
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the handaxe is also doing ~1.5d4 extra damage most of the time because of how trivial setting up whetting on them is, you get shields, it has slightly more accuracy etc. they were really strong if built around especially as a 1lb weapon.gwarl 09/19/2019
I can't ban ster from my roguelikes site though like all other roguelike admins have because it lets him winComment
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I noticed that when I start a new character on linux that the keyboard becomes unresponsive if I select "New character" by pressing "b" rather than the down arrow.
I did a search of the forum, and it sounds like this may be a known issue with Sil that someone patched in a fork a few years ago:
Any chance the fix could be incorporated into Sil-q as well?Comment
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At some point traps may undergo some sort of overhaul; as it stands they're not good game design and I've found making them more or less harmless to have few downsides. Making them viable would I think require either allowing enemies to be affected by them (Brogue does this very well) or giving thematic clues that let the player know they're in an area where traps could occur.Last edited by Quirk; April 6, 2020, 14:08.Comment
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