Sil-Q 1.5 beta, first release

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  • Quirk
    Swordsman
    • Mar 2016
    • 462

    Sil-Q 1.5 beta, first release

    Full details up at https://github.com/sil-quirk/sil-q/r.../v1.5.0-beta1a, including a brief overview of changes; the most important is of course that this is the first official appearance of MicroChasm's new tileset.

    Windows binaries are at https://github.com/sil-quirk/sil-q/r....5.0-beta1.zip.

    Please download it and try it out.
    Last edited by Quirk; May 24, 2020, 23:59.
  • Zorbus
    Apprentice
    • Jun 2019
    • 62

    #2
    The link asks to log into GitHub (I don't have an account).

    Is it a compiled version?

    Comment

    • Quirk
      Swordsman
      • Mar 2016
      • 462

      #3
      Originally posted by Zorbus
      The link asks to log into GitHub (I don't have an account).

      Is it a compiled version?
      Apologies, I pasted the wrong link! I've edited, please try again now.

      Comment

      • HugoVirtuoso
        Veteran
        • Jan 2012
        • 1237

        #4
        Oh snap. Though...Gwarl says we were supposed to have an Oposband compo first though
        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

        • Bill Peterson
          Adept
          • Jul 2007
          • 190

          #5
          How is the Windows version built? Mingw, MSVC? I'll assume makefiles since I don't see any VC project files or anything hinting at Cmake. I see some Apple Xcode files, are you building a Windows application on a Mac?

          Comment

          • Quirk
            Swordsman
            • Mar 2016
            • 462

            #6
            Originally posted by Bill Peterson
            How is the Windows version built? Mingw, MSVC? I'll assume makefiles since I don't see any VC project files or anything hinting at Cmake. I see some Apple Xcode files, are you building a Windows application on a Mac?
            Mingw. The Mac support is dead, as I have no access to a Mac, but all traces haven't been removed in case one of the occasional Mac lovers who wishes Mac support wants to put some time in to restore it.

            Comment

            • ussgordoncaptain
              Rookie
              • Jan 2013
              • 17

              #7
              Well now the plan on getting sub 2k turns before the next version won't happen. It was fun while it lasted though
              光復香港 時代革命 五大訴求 缺一不可

              Comment

              • Infinitum
                Swordsman
                • Oct 2013
                • 319

                #8
                Played around a bit with the tiles, looks great overall! Especially like the wolves. Do like the extra earlygame monsters as well. Did find a few angband weapons as well. Neat, although that's a lot of extra XP for the ealry-midgame? Has anything been changed/removed to compensate?

                Removing Danger/Smithing bonuses was the right call, didn't really notice any cost reductions to compensate though? Artifact shortbows can still be imbued with resistances which makes them effectively a third jewelry slot for melee characters.

                Haven't played around with the new abilities yet. How do the Oaths work? Do they straight up forbid you from certain actions or are the bonuses forfeit if you do or what?

                Comment

                • Quirk
                  Swordsman
                  • Mar 2016
                  • 462

                  #9
                  Originally posted by Infinitum
                  Played around a bit with the tiles, looks great overall! Especially like the wolves. Do like the extra earlygame monsters as well. Did find a few angband weapons as well. Neat, although that's a lot of extra XP for the ealry-midgame? Has anything been changed/removed to compensate?
                  Some of the more powerful egos are a good deal rarer now, and in particular the stat-boosting egos "Of Might" and "Of Resilience" are now mithril-only. Mid-game you may have more experience, but you're less likely to have that end-game-worthy stat point.

                  Originally posted by Infinitum
                  Removing Danger/Smithing bonuses was the right call, didn't really notice any cost reductions to compensate though? Artifact shortbows can still be imbued with resistances which makes them effectively a third jewelry slot for melee characters.
                  End-game smithing should be a little weaker, but early to mid-game should benefit from the guaranteed forges now being at 100, 300 and 500 and the greater variety of egos. I had the aid of some smiths very adept at breaking the game to test this in what was originally the 1.4.3-beta before tiles entered the picture.

                  Originally posted by Infinitum
                  Haven't played around with the new abilities yet. How do the Oaths work? Do they straight up forbid you from certain actions or are the bonuses forfeit if you do or what?
                  The bonuses are forfeit if you do; however you will be warned when taking an action that will violate an active Oath and need to confirm you are willing to break the Oath before going through with it.

                  Comment

                  • Infinitum
                    Swordsman
                    • Oct 2013
                    • 319

                    #10
                    Got a few games in with the new tiles. Stupid deaths midgameish so far, pretty rusty.

                    Scatha the Worm lacks a tile, making it invisible. Being under the effects of Rage also replaces enemy tiles with black boxes. The Whispering shadow blurb could perhaps use a editorial, the "sounds (voices?)" looks a bit rough.

                    Comment

                    • Quirk
                      Swordsman
                      • Mar 2016
                      • 462

                      #11
                      Originally posted by Infinitum
                      Got a few games in with the new tiles. Stupid deaths midgameish so far, pretty rusty.

                      Scatha the Worm lacks a tile, making it invisible. Being under the effects of Rage also replaces enemy tiles with black boxes. The Whispering shadow blurb could perhaps use a editorial, the "sounds (voices?)" looks a bit rough.
                      Hey thanks Infinitum, this sort of feedback is amazingly useful.

                      Comment

                      • Infinitum
                        Swordsman
                        • Oct 2013
                        • 319

                        #12
                        Glyphs of Warding also miss tiles. Don't suppose you have a known to do list? Otherwise can just keep mentioning what comes up.
                        EDIT: As do Shadows enemies, not sure if intentional though.
                        EDIT: Also, there are no uniquely colored artifacts in tiles (that I've seen yet). Not of great importance, but it does the player an edge using ASCII graphics.
                        EDIT: No tile for Silent Watcher
                        Last edited by Infinitum; June 8, 2020, 18:11.

                        Comment

                        • Quirk
                          Swordsman
                          • Mar 2016
                          • 462

                          #13
                          Originally posted by Infinitum
                          Glyphs of Warding also miss tiles. Don't suppose you have a known to do list? Otherwise can just keep mentioning what comes up.
                          EDIT: As do Shadows enemies, not sure if intentional though.
                          EDIT: Also, there are no uniquely colored artifacts in tiles (that I've seen yet). Not of great importance, but it does the player an edge using ASCII graphics.
                          EDIT: No tile for Silent Watcher
                          Have opened three issues here:
                          Contribute to sil-quirk/sil-q development by creating an account on GitHub.

                          so it's publicly visible what's being tracked.

                          I probably will fix Whispering shadow text, but it's not changed since Sil so I'm not prioritising it, and unique artifacts are on the "would-be-nice" list, but it would be good to get the missing tiles fixed first.

                          Comment

                          • Infinitum
                            Swordsman
                            • Oct 2013
                            • 319

                            #14
                            Cool. Picking up ID'd ego items from skeletons erroneously displays them as (special).
                            EDIT: Not really a bug, but noticed many of the new items are kind of difficult to manually ID compared to Vanilla. Course, could be me not being used to the new ID metagame. Makes inventory managing somewhat frustrating in the midgame, even with Channeling and _Understanding. Not inding self knowledge either..
                            EDIT: Speaking of, Channeling doubles the effect of each _Recharging charge, making it effectively four times as efficient.
                            EDIT: Were blunt weapons changed? They no longer trivializes statues?
                            EDIT: Wolf-Hame of Drauglin tile is missing
                            EDIT: The inventory glow of slaying egos seems bugged, eg half the battle axe icon disappears when Dramborleg is close to raukar.
                            EDIT: Speaking of Hames; there are currently no acidproof non-artifact cloaks far as I can tell. I'd prefer if item decay was nixed altogether tbh, blundering into traps/horrors is just feels frustrating and gamey.
                            EDIT: Glaurung's tile kind of looks like it has wings, which it doesn't have in the lore (maybe swap it with Gostir).
                            EDIT: Mithril Greaves of Nogrod seems weird. Nogrod is a Dwarfen city, but all Mithril in Middle Earth was brought by the Noldor from the west (prior to Moria).
                            EDIT: Old exploit, but digging through walls with Mattocks of Belegost is usually more turn efficient than walking the long way around. Also trivializes chasms.
                            EDIT: Dragohir, the Elfbane's tile is missing.
                            EDIT: Galvor Armour tile is missing.
                            EDIT: Got a "you emerge even deeper in the dungeon" message whilstmoving from 950' to 900' (min depth 900')? (Was able to repeat it; doesn't show the message every time though).
                            EDIT: Got it wrong earlier, there is a tile for the silent watcher, only it looks more like a floating yellow eye and not like a statue? The original inspiration were the screaming Stone Chimeras during Sam's rescue of Frodo from the orc watchtower in the Return of the King iirc.
                            Last edited by Infinitum; June 8, 2020, 23:34.

                            Comment

                            • Quirk
                              Swordsman
                              • Mar 2016
                              • 462

                              #15
                              Originally posted by Infinitum
                              Cool. Picking up ID'd ego items from skeletons erroneously displays them as (special).
                              Good catch. Might be a tricky one to figure out, and it's fairly minor so I might come back to it at a later point.

                              Originally posted by Infinitum
                              EDIT: Not really a bug, but noticed many of the new items are kind of difficult to manually ID compared to Vanilla. Course, could be me not being used to the new ID metagame. Makes inventory managing somewhat frustrating in the midgame, even with Channeling and _Understanding. Not inding self knowledge either..
                              Any particular items or types of items that you're finding this with? I think most weapons should still be fairly easy to ID.

                              Originally posted by Infinitum
                              EDIT: Speaking of, is _Recharging still in? I recall it recharging oher staves twice per charge with Channeling last version, which seemed unintentional.
                              Yes - largely this is because Channeling basically lets you use half charges, and Recharging recharges a full charge. Arguably this is a bit too good, but I'm planning a larger overhaul of consumables and it's probably still not as broken as Earthquakes was...

                              I'm thinking of having rebooted staffs be off-hand items that gain Focus depending on time spent and Perception skill, which can be spent on a variety of "Word of" abilities e.g. "Word of Opening" or "Word of Whetting". Focus will be a bit like spell points, and each staff will have a random assortment of abilities. It's a bit Gandalfy, and not very First-Agey, but it's much more Tolkienish than the limited-use consumable way staffs work currently and it incorporates the "word of command" and "spells of men and elves" in a way that makes staffs meaningful and doesn't overlap with songs. Quarterstaffs will then perish.

                              This is a ton of work though so it may not happen soon.

                              Originally posted by Infinitum
                              EDIT: Were blunt weapons changed? They no longer trivializes statues?
                              Yup, in 1.4.2, addressing feedback from Scatha. Sceptres got removed, and IIRC warhammers and quarterstaffs got buffs.

                              Originally posted by Infinitum
                              EDIT: Wolf-Hame of Drauglin tile is missing
                              EDIT: The inventory glow of slaying egos seems bugged, eg half the battle axe icon disappears when Dramborleg is close to raukar.
                              Great stuff, will raise issues.

                              Originally posted by Infinitum
                              EDIT: Speaking of Hames; there are currently no acidproof non-artifact cloaks far as I can tell. I'd prefer if item decay was nixed altogether tbh, blundering into traps/horrors is just feels frustrating and gamey.
                              Yeah I dislike acid too tbh, it's more the question of how to redo the enemies to make them somewhat interesting with a different mechanic. I come up with new mechanics every so often (met attercops yet?) so they will get the chop sometime.

                              Originally posted by Infinitum
                              EDIT: Glaurung's tile kind of looks like it has wings, which it doesn't have in the lore (maybe swap it with Gostir).
                              Will pass on to Microchasm.

                              Originally posted by Infinitum
                              EDIT: Mithril Greaves of Nogrod seems weird. Nogrod is a Dwarfen city, but all Mithril in Middle Earth was brought by the Noldor from the west (prior to Moria).
                              Well, the founding of Moria - Khazad-dum - comfortably predates the start of the First Age, and it grew wealthy from trading mithril. Did Telchar and Gamil Zirak have the chance to trade for and work Moria-silver? I'm happy to believe so.

                              Originally posted by Infinitum
                              EDIT: Dragohir, the Elfbane's tile is missing.
                              EDIT: Galvor Armour tile is missing.
                              Great, will update relevant issues.

                              Comment

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