sil-q: traps and betrayal

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  • mibert
    Apprentice
    • Mar 2016
    • 57

    sil-q: traps and betrayal

    Hi all,

    I have got issues playing the latest sil-q pull from github:
    - some traps like flash never(!) trigger
    - there are items that can "betray" you; I could not find any information on how this betrayal works
    - it seems that "your mind turns inward" does not show resistance to bleeding
  • mibert
    Apprentice
    • Mar 2016
    • 57

    #2
    one more thing:

    black iron weapons dont give "strikes truely" in the messages at least for easterlings.

    Let me know if there is a more appropriate way to post about bugs.

    Comment

    • Quirk
      Swordsman
      • Mar 2016
      • 462

      #3
      Originally posted by mibert
      Hi all,

      I have got issues playing the latest sil-q pull from github:
      - some traps like flash never(!) trigger
      - there are items that can "betray" you; I could not find any information on how this betrayal works
      - it seems that "your mind turns inward" does not show resistance to bleeding

      one more thing:

      black iron weapons dont give "strikes truely" in the messages at least for easterlings.

      Let me know if there is a more appropriate way to post about bugs.
      Hi mibert. Here is fine to post about bugs, though you can also raise issues on github if you have an account.

      Betrayal is meant to be a little mysterious, but I can say that rings will betray you in the manner of Isildur, and weapons and armour in combat. Betrayal will never immediately be fatal, but it may leave you in a difficult position; it will happen when you're surrounded by enemies or badly injured or facing an enemy who could kill you with one lucky blow.

      Traps have been weakened greatly while I work out what to do with them. They were broadly unpopular as they were, as there weren't many interesting decisions relating to them; suddenly getting screwed by a trap without warning seemed only to please a minority of masochists. I might ease some of them back in as reasons to have access to particular resistances or as a resource cost e.g. in this case cure blind.

      Ideal would be to have something that affects monsters and which the player can use tactically, or at least something that is restricted to various locations so the player knows to slow down and look for traps (as is the case with chests).

      Black iron weapons not giving the striking truly message and resistance to bleeding not showing up on self knowledge sound like bugs - I'll have a look at those! Thanks!

      Comment

      • mibert
        Apprentice
        • Mar 2016
        • 57

        #4
        Hi Quirk,

        cool, thanks for your reply.
        I'll report on github in the future.

        So are some traps meant to never trigger then?
        I literally stepped on some dozens of times in a row, but they would never fire even with no point in perception.

        Thanks for keeping Sil alive! Great work!

        Comment

        • Quirk
          Swordsman
          • Mar 2016
          • 462

          #5
          Originally posted by mibert
          Hi Quirk,

          cool, thanks for your reply.
          I'll report on github in the future.

          So are some traps meant to never trigger then?
          I literally stepped on some dozens of times in a row, but they would never fire even with no point in perception.

          Thanks for keeping Sil alive! Great work!
          I've managed to trigger Black Iron using the tip of master:


          Could you say anything more about what the circumstances were in which it didn't trigger?

          I went and looked at the traps code, and - yes, it looks like there is a bug. Looks like the addition of the Avoid Traps ego missed a check and the effect has always fired. This is rather over and above the previous trap softening! I'll get that fix in ASAP.

          Comment

          • mibert
            Apprentice
            • Mar 2016
            • 57

            #6
            It was a black iron handaxe. It was ID-ed before. Against an easterling enemy; warrior I think. I did look for the message, but perhaps I missed it.

            Comment

            • Quirk
              Swordsman
              • Mar 2016
              • 462

              #7
              Originally posted by mibert
              It was a black iron handaxe. It was ID-ed before. Against an easterling enemy; warrior I think. I did look for the message, but perhaps I missed it.
              Ah, you're aware that message appears only on the initial identification, right? This is the case with Gondolin, Doriath, Nargothrond, Final Rest as well.

              Comment

              • mibert
                Apprentice
                • Mar 2016
                • 57

                #8
                Originally posted by Quirk
                Ah, you're aware that message appears only on the initial identification, right? This is the case with Gondolin, Doriath, Nargothrond, Final Rest as well.
                Oh, sorry. No i was not aware. Has this always been the case?
                Nevermind then.

                Comment

                • mibert
                  Apprentice
                  • Mar 2016
                  • 57

                  #9
                  Originally posted by Quirk
                  Hi mibert. Here is fine to post about bugs, though you can also raise issues on github if you have an account.
                  As i switched to gitlab I forgot my github account, so I'll actually post here about bugs. Which threat fits best? Thanks!

                  I noticed that some skeletons wont be searched with "/"+direction, instead you swing. I guess they're just empty.

                  Another minor thing:
                  when you throw eg a dagger, then step on it, but cannot auto-pickup because the inventory is full, there is no message. Also no "you see a dagger".
                  Last edited by mibert; October 24, 2020, 13:05.

                  Comment

                  • Quirk
                    Swordsman
                    • Mar 2016
                    • 462

                    #10
                    Originally posted by mibert
                    As i switched to gitlab I forgot my github account, so I'll actually post here about bugs. Which threat fits best? Thanks!

                    I noticed that some skeletons wont be searched with "/"+direction, instead you swing. I guess they're just empty.
                    This thread is fine.

                    This happens with skeletons that have been searched already, have you seen this happen with skeletons that have not been searched?

                    If there's an enemy on top of the skeleton you will default to attacking it rather than searching the skeleton. The enemy will not let you search the skeleton.

                    Originally posted by mibert
                    Another minor thing:
                    when you throw eg a dagger, then step on it, but cannot auto-pickup because the inventory is full, there is no message. Also no "you see a dagger".
                    Yeah some sort of message would be good to have in this instance.

                    Comment

                    • mibert
                      Apprentice
                      • Mar 2016
                      • 57

                      #11
                      Originally posted by Quirk
                      This happens with skeletons that have been searched already, have you seen this happen with skeletons that have not been searched?
                      Yes, with skeletons that have not been searched.

                      Comment

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