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-   -   Sil-Q official release (http://angband.oook.cz/forum/showthread.php?t=8977)

Quirk June 27, 2018 22:42

Sil-Q official release
 
Sil-Q's first official release is complete.

Please visit https://github.com/sil-quirk/sil-q/releases/tag/v1.4 to download the latest version. A Windows zip file is precompiled and waiting to be unpacked; if you're on Linux please use the source.

A complete list of changes since Sil 1.3 can be found at https://github.com/sil-quirk/sil-q/b...cs/changes.txt.

I'd like to extend thanks to everyone who's tested it and given me feedback; in particular I'd like to single out wobbly, Nivim/Thurl, MITZE and seraph for special thanks. I'd also like to thank Gwarl for supporting it on angband.live and updating it at regular intervals.

Enjoy!

Infinitum July 8, 2018 17:32

Neat! Trying it out right now. Have you implemented the skeleton containers yet? None of the ".", "o" or "u" commands seem to work.

Quirk July 8, 2018 18:51

Quote:

Originally Posted by Infinitum (Post 131609)
Neat! Trying it out right now. Have you implemented the skeleton containers yet? None of the ".", "o" or "u" commands seem to work.

Comma should work IIRC - on mobile and travelling right now - I think I put it in the help screens.

Infinitum July 13, 2018 22:08

Yeah, that does it. Considered having them work as chests instead? They do share the glyph after all, and it'd cut down on feature bloat.

Died to V on my best run. He does feel killable though; not quite as nightmarishly tanky as I remember him and 49 Evasion was almost enough to avoid his earthquakes at max anger. Almost. It still allowed him to destroy my thresholds and spam pits occasionally, and 45 was by no means safe enough to keep wailing. Still, "only" packed Dagmor what with staves of treasures not dropping; on a dedicated character with a sharp weapon he should be plenty doable.

I do like the changes overall. Do you intend to keep developing it?

Quirk July 14, 2018 00:32

Quote:

Originally Posted by Infinitum (Post 131942)
Yeah, that does it. Considered having them work as chests instead? They do share the glyph after all, and it'd cut down on feature bloat.

There's a wee bit of a difference unless I have trapped skeletons - but then a skeleton sitting on a trap doesn't sound hugely unrealistic. Maybe room for more thought there.

Quote:

Originally Posted by Infinitum (Post 131942)
Died to V on my best run. He does feel killable though; not quite as nightmarishly tanky as I remember him and 49 Evasion was almost enough to avoid his earthquakes at max anger. Almost. It still allowed him to destroy my thresholds and spam pits occasionally, and 45 was by no means safe enough to keep wailing. Still, "only" packed Dagmor what with staves of treasures not dropping; on a dedicated character with a sharp weapon he should be plenty doable.

Upload it to the ladder! 49 Evasion sounds like a lot. Rip took him down with less than that. I think with a better weapon you'd have had a serious chance.

Quote:

Originally Posted by Infinitum (Post 131942)
I do like the changes overall. Do you intend to keep developing it?

I've drawn back from developing more for now, since the forum and ladder and even competition have been very quiet post-release, and there's not much point in doing it unless I feel someone's enjoying the benefit of it. I've a few other creative endeavours I'd probably prefer to be doing over it.

I'll be bug-fixing it certainly and if there are still things that aren't making the grade or common sources of complaint I'll try to do something about them, but this is only going to be the odd hour here or there. If I do get back to developing on it in earnest I'd probably be looking at some ridiculously ambitious terrain generation ideas I had.

mibert July 14, 2018 16:49

Quote:

Originally Posted by Quirk (Post 131945)
I've drawn back from developing more for now, since the forum and ladder and even competition have been very quiet post-release, and there's not much point in doing it unless I feel someone's enjoying the benefit of it. I've a few other creative endeavours I'd probably prefer to be doing over it.

Hey, just wanted to say thank you for doing Sil-Q. I dont upload to the ladder nor do i check the forum a lot, but Sil-Q and that you keep Sil alive after all is amazing and one of the most exciting things in the roguelike scene to happen the last years in my opinion!
So thanks again, really great work!

ripforareason July 14, 2018 16:56

Quote:

Upload it to the ladder! 49 Evasion sounds like a lot. Rip took him down with less than that. I think with a better weapon you'd have had a serious chance.
To be fair, that character had permahaste and a sharp frost weapon. I think you'd actually do better with a greatsword against Morgoth, as opposed to a longsword. It's not like you're going to get a lot of criticals anyway, as opposed to in vanilla where you can hit 75x2's with your deathblade and +25 slaying.

Quirk July 14, 2018 18:42

Quote:

Originally Posted by mibert (Post 131966)
Hey, just wanted to say thank you for doing Sil-Q. I dont upload to the ladder nor do i check the forum a lot, but Sil-Q and that you keep Sil alive after all is amazing and one of the most exciting things in the roguelike scene to happen the last years in my opinion!
So thanks again, really great work!

It's good to hear that mibert. Thanks.

wobbly July 29, 2018 16:28

A minor suggestion, most late game fear critters will go straight through song of staying. It would be nice if it gave actual rfear.

wobbly August 11, 2018 21:23

So another bug. Likely from 1.3 A cat warrior just exchanges places with me mid-leap. While I'd like to think it ended up in the chasm, well you can check what happens it's easier to see for yourself

Quirk August 14, 2018 11:04

Quote:

Originally Posted by wobbly (Post 132339)
A minor suggestion, most late game fear critters will go straight through song of staying. It would be nice if it gave actual rfear.

It would presumably also be nice to have it resist confusion, hallucination, etc.

I think a larger Will bonus would be in order, and it might be nice to sort out the slightly ugly text on Song of Slaying while buffing it a bit. I'm contemplating giving it a substantial Will bonus of +Song (this will also bolster Majesty, but Majesty is niche enough right now I'm not super concerned), and making the protection not dependent on Song - something like 2d2 would probably work. Thoughts?

wobbly August 14, 2018 11:21

More will is probably good. I'd just be careful with hardiness & crit resist. Full song=+will is about 2 more levels of crit resist. It needs a powerup, you would just need to check the heavy armour guys don't become unkillable. Hardiness is a small bonus but it's all damage. It's rare to see the extreme protection end but if you use =protection, hardiness & armour use it'll take some heavy breathe damage. So yeah buff, just careful how much. Currently if it isn't a drake or balrog I'm preferencing trees when I take both.

Quirk August 14, 2018 12:22

Quote:

Originally Posted by wobbly (Post 132851)
More will is probably good. I'd just be careful with hardiness & crit resist. Full song=+will is about 2 more levels of crit resist. It needs a powerup, you would just need to check the heavy armour guys don't become unkillable. Hardiness is a small bonus but it's all damage. It's rare to see the extreme protection end but if you use =protection, hardiness & armour use it'll take some heavy breathe damage. So yeah buff, just careful how much. Currently if it isn't a drake or balrog I'm preferencing trees when I take both.

Crit resistance won't affect the breath damage, but with Hardiness and 2d2 base protection, 12 Song or so could squeeze out [2-6] protection added by Staying vs the [1-4] players would have now. This is quite a decent upgrade but I think will still keep the big breathers as pretty dangerous.

A high-evasion character with appropriate resists can be quite hard to kill also, so I'm not too worried about characters being very hard to kill; I do want to ensure that Staying doesn't become more effective for this purpose than Song of Overwhelming further up. Overwhelming has a significantly greater neutralising effect in melee, but requires more work and doesn't count for much against breath weapons.

Freeya August 21, 2018 02:10

Going to give this a whirl on my new tablet. Read the manual a couple times, I definitely think this version will require much more thought on skills to take.

Certainly can't 3 shot Morgoth haha. Should be interesting though. I'm going to try my Sil 1.1.1 build anyway (subtlety plus rapid attack), I'm unsure which if any songs I'll use. I actually found song of slaying incredibly useful outside the throne room but it was ridiculous in there, so agree it had to go.


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