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Sil-Q 1.4.2 release
It's been a while in coming, but it's finally arrived.
A number of changes have been made to better align with feedback made by Scatha, and many skills and items have undergone an overhaul. The Song tree in particular has been reimagined, but there are a number of changes to Archery and Melee also. Get it here: https://github.com/sil-quirk/sil-q/releases/tag/v1.4.2 Thanks to Hugo, wobbly, Marty and others for testing this while it was in development, to Gwarl for his tireless work on angband.live, and zenkalia for some last minute typo fixes. |
Nice work, the song changes seem fun and smite sounds like it could be interesting.
I haven't tried it in 1.4.2 yet, but I just finished my first proper archery run in 1.4.1 (I was essentially insta killed by a dragon on 800ft because I had no will to resist his entrancement) and I could see why you would want to nerf it. I didn't really have any problem mowing down enemies until that one. In my run, I think the Deadly Hail ability was the strongest part of the kit. Rout would help make killing fleeing enemies a cakewalk and then I'd use that kill to deal massive damage to the next enemy and so on. I remember getting 8d8 damage rolls, but that would probably be reduced to 8d7 now with the longbow nerf. Although, now we can also have the new Ambush skill to get another damage die against unwary enemies. If you really want to nerf archery, maybe you could consider making Deadly Hail a song instead? Or split some part of the kit into the perception tree, like Crippling Shot (keeping the prereqs, maybe also giving it an alternate prereq to make it possibly apply to melee), but I'm not sure right now if that wouldn't actually make it cheaper to get instead of more expensive. Does the Versatility ability make sense in the archery tree? Almost all the abilities in the archery tree seem very attractive right now, meaning that I'd get at least 5 of them and getting Versatility at that point would cost 3k xp. If I just took that amount of xp and put it into melee instead, I could get it up to 7. I guess maybe it could be useful for very late game archers, but I think it would probably make more sense to have it in a different skill tree, maybe in melee? (Of course doing this wouldn't exactly make archers weaker though.) There is still some weirdness in the tutorial. It tells you that it gave you access to the Song of Slaying and Song of Trees even though the actual songs you get currently are Song of Challenge and Song of Silence. And it also kinda tells you to use the song of slaying to kill the wolves, despite that song not existing anymore. The tutorial telling you to use Song of Slaying against the wolves made me realise that there wasn't really any song to help with damage dealing after its removal. We do have Song of Whetting now, but that looks more like a late game thing and only for low-weight, critical melee characters. Should there be another song that helps melee characters take out swarms of enemies like the wolves in the tutorial (some sort of AoE effect like whirlwind attack?) or should the tutorial just give Song of Staying to the player instead? By the way, why is it possible to get Song of Whetting with just 4 points of song? Are there even any weapons that weigh 0.5lb? Edit: Just noticed that Elves are still displayed as having +1 to archery in the character screen as if they had archery affinity instead of bow proficiency, but I guess that's just a minor graphical issue that doesn't really matter because bows are the only ranged weapons and the bonus doesn't seem to apply double like I expected at first. I thought the drop rate of arrows was reduced, but I just found over 350 arrows on the first two floors of the dungeon. Does the early dungeon just have a high arrow drop rate? |
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With the halved Evasion though it is hard to give Archery almost any meaningful tools at all, it is a bit overpowered by default. Hopefully reduced damage sides should counter it a little. Quote:
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I'll update to make it a bit saner. Quote:
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I'd say versatility lost some kick when song of slaying disappeared. You used to be able to still slam the throne room that way on an archer. Haven't tried it recently but I'd say it still has some juice if you ever need to herb of rage yourself out of a situation. It has always been a weak ability but useful for various niche builds.
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Wait, does that mean that when a dwarf carries an axe as main weapon (or an elf a sword in the old versions), that they are suddenly slightly more accurate at throwing stuff because they got a general +1 to their melee skill for holding an axe (or sword)? This also makes me think that maybe affinities/masteries should be highlighted in the character screen? Maybe they should be in yellow or something. Quote:
Maybe it should work on your total archery value instead of just the archery skill points? (This isn't how it already works, right?) Maybe it should be a prerequisite for a new ability that gives you a bonus for alternating between melee and ranged attacks or something like that? Something to encourage this half-melee, half-ranged playstyle. Maybe not a good idea because that build would be locked out of all melee abilities (because otherwise Versatility would have been a waste). Quote:
This might reduce the need to spam arrow drops on the first floors and gets rid of that awkward beginning where an archer has to fight with a terrible melee attack until they can find a short bow lying around. |
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Is Sil-Q on angband.live already upated to 1.4.2 official i.e. the one with the last typo fixes and etc? I coudn't tell because the games list says "1.4.2 Alpha". Reason for asking is that I play to check for various bugs (once I know it is the real 1.4.2 official).
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Nice! Haven't played around yet, but dabbled a bit reading through the abilities. How do Accurate weapons work mechanically? Smite looks neat, but might make 2-handers outperform light weapons for sneak attacks?
Also noticed Mithril Greatwords being 3d6 by default with no corresponding increase in smithing cost? A 5500 xp investment (8 skillpoints, Weaponsmith, Artifice + Masterpiece by way of artifact hammer) now buys any character a (-2,3d6)[+1] sword at 3-5lb, which might honestly be worth it even if one chanced upon one of the sharp artefacts. Skimmed the prerequisite changes in song, but the existence of Quick Learner makes them kind of moot anyhow. It's already a bargain for melee characters what with it allowing one to skip some less useful prerequisites (Hardiness for Poison/Critical Resistance, Assassination for Opportunist, the aforementioned leapfrogging of the Smiithing tree etc). |
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You're not thinking that a mithril greatsword gains 2 more sides for being used 2 handed are you? 2 handed weapons have the advertised number of damage sides baked in and have as long as I've played Sil. Edit: if you mean you can smith a 3d8 mithril greatsword for 17 smithing - yes, sure. 17 smithing could also alternatively get you a fire-branded 3d6 one. You could have a 3d6 battle-axe (so actually 3d8) for 16 smithing and save on mithril. 17 Smithing plus mithril will get you a decent weapon. |
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