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Have fixed tutorial issues, and after a frustrating hour or two deleted the Windows help menu since I was not having any success trying to get it to launch the PDF. Micr0Chasm will probably fix up the manual.
The macros and keymaps I am afraid I know nothing about. Sil is built on an old and ugly Angband codebase. Dragons lurk. The Windows code is very dated and I am afraid I only make fixes under some duress. Similarly rearranging the terminal UI is enough of a pain I probably won't attempt to document the arrow keys on the character screen. |
Removing a weapon in tiles doesn't clear the symbol in the equipment window. Going to Ascii and back fixes it.
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More awful noob feedback = o
Even though I did the tutorial--weeks ago, which is way more time than I need to forget everything--when I actually encountered a forge in the wild with my complete non-crafting build, I forgot everything, even how to use it; for instance, I was puzzled as to why I couldn't activate it while standing next to it, and actually had to stand *on* it before I could use it: idiot meets a forge I couldn't grasp the forging UI at all; the color coding completely bypassed my understanding, for instance: I managed to take the red text as just colorful decoration rather than meaning "you can't do this because you don't have the skill, moron." The two-tone graying out of things, my brain found inscrutable--I think it would have needed things a lot *more* grayed out? I don't know. And I'm completely in the dark about Artifice and Melt. Looking back at the tutorial section on forging, I notice that it just tells you what keys to hit to produce a certain item for which you conveniently have everything necessary, without explaining why that works or what all the other forge options do. Separately, I'm confused about identifying things. I haven't found anything like a old-fashioned Scroll of Identify. Do you need the actual specific crafting skills in order to identify things like staves, rings and potions? (Aside from maybe learning by using staves and potions that have obvious effects?) In the tutorial, the only thing I could find on identifying was that you find a magic sword, and learn its orc-slaying enchantment by hitting a conveniently placed nearby orc or whatever with it. |
There are fairly rare staffs of ID. There is ID by use. And there is an expensive perception ability.
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Artifice requires you to make a item of some basic type, then using the Artifice menu add any of a very wide range of modifications to it. Quote:
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It is possible to use-identify items also, but you need to be in a situation where their use has noticeable effects. A staff of Imprisonment, which locks doors, needs to be identified near an unlocked door; a potion of Clarity or Antidote when you are suffering from an effect curable by such potions. All but a few potions are quite readily identifiable, but many staffs require a nearby enemy to make identification possible. This requires an awareness of what the possibilities are to do well, and so is a skill acquired with experience of the game. Not everyone loves this mechanic, but it is as old as Rogue itself. As Pete Mack mentions, there are also staffs of identify that can be used to identify any type of items. I have in the recent past looked into a large overhaul of items to make them more Tolkienesque, but there are many things I would like to change there and doing so would force players to relearn the ID game entirely, so I have put this off for the unspecified future. |
version 1.5.0-beta2
Bless me father for I've sinned and these are my....feedback points;
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Sil-Q does use "you smite the orc" to tell you that you attacked using the Smite skill. There are in fact a fair few such variations: in the original you had "stealthily attack" and "charge", now there are also "impale" and "smite". All of these would need additional modifiers based on the weapon - which could have a slay, or could have sharpness, or be branded, or be vampiric. In short this seems like the kind of thing that would risk making messages get too long and cause the player to have to respond to -more- prompts on every hit. This is fine on initial ID, but tedious afterwards. The inventory window already displays weapon glow when you have an enemy nearby that the weapon slays, and your light radius changes. |
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Oh and a big thanks for your work in continuing Sil! I was playing it since last month and I last played the original a few years ago. It's definitely gone way forward. :cool: I even got my highest score of reaching Morgoth and managing to escape just one level above. I think my old highscore wasn't beyond 700 ft before. I put in a lot of hours this time. |
is concentration supposed to work with opportunist?
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