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-   -   Sil-Q 1.4.2 release (http://angband.oook.cz/forum/showthread.php?t=9414)

Quirk December 21, 2019 01:54

Quote:

Originally Posted by seraph (Post 141894)
I believe hand axes are not flagged as throwing items. The combat rolls indicate that they have a thrown melee score of 4 when it should be 9, and 1 damage side when it should be 2. This penalty does not occur when wielded normally.

Yeah, they're not throwing axes any more. I don't think there are actually any instances of axes being thrown in Tolkien (though I'm amenable to being proven wrong). Of course the same could probably be said of daggers...

HugoTheGreat2011 December 25, 2019 07:54

Is it just me or is Sil-Q digestion rate much slower than Sil-Vanilla by default? Rationale?

Quirk December 25, 2019 19:14

Quote:

Originally Posted by HugoTheGreat2011 (Post 141965)
Is it just me or is Sil-Q digestion rate much slower than Sil-Vanilla by default? Rationale?

It's just you. The only change to food in Sil-Q is around the removal of the Gorged status.

HugoTheGreat2011 December 26, 2019 13:17

Found a 'bug' and I don't know if this persisted since Sil-Vanilla 1.3.0. When wielding Gaurin (and maybe other Sharpness weapons), Staff of Self Knowledge reveals: " Your weapon cuts easily through armour (ignore 500f protection)".

Also:
How do betrayal artefacts work? e.g. Bloody Hand (as in this case)

Separate question unrelated to betrayal artefacts:
If I don't have Fire Resistance, abundant protection reduces its damage too, right?

Quirk December 26, 2019 16:19

Quote:

Originally Posted by HugoTheGreat2011 (Post 141979)
Found a 'bug' and I don't know if this persisted since Sil-Vanilla 1.3.0. When wielding Gaurin (and maybe other Sharpness weapons), Staff of Self Knowledge reveals: " Your weapon cuts easily through armour (ignore 500f protection)".

Thanks.

Quote:

Originally Posted by HugoTheGreat2011 (Post 141979)
Also:
How do betrayal artefacts work? e.g. Bloody Hand (as in this case)

Separate question unrelated to betrayal artefacts:
If I don't have Fire Resistance, abundant protection reduces its damage too, right?

Betrayal artefacts tend to fail you at bad moments. In the shield's case, it's likely to fail to block a blow capable of almost killing you when you're already quite badly injured. The effects of betrayal are never directly fatal, but can leave you in a sticky situation.

From the manual: "The only sources of protection that count are special protection from special abilities, or magical rings and amulets. If it is fire or cold damage, you can also count the protection from your shield."

wobbly December 26, 2019 17:15

Quote:

Originally Posted by Quirk (Post 141981)
From the manual: "The only sources of protection that count are special protection from special abilities, or magical rings and amulets. If it is fire or cold damage, you can also count the protection from your shield."

This one is actually a bit confusing, as there is fire breathe that works as above, and fire melee(balrogs) where it's physical damage with an extra die if you lack fire resistance.

Quirk December 27, 2019 17:45

Quote:

Originally Posted by Pete Mack (Post 141544)
Feature request:
When you have an un-Ided weapon with a slay on it, make a message that says 'your short sword {special} glows if a suitable monster is near by, even if the weapon is 'in your pack'. The nonsense of dropping it on the floor to check is just unnecessary tedium. (Possibly have the message even if the weapon is ided.)

Looked at this today, but it's not really viable. The condition for the weapon to glow is met on an ongoing basis, and may easily toggle back and forth a lot when you're nearby enemies without closing on them, so the message would get very spammy. Not sure why you'd drop the weapon on the floor rather than wield it.

Auto-IDing from the glow isn't so hot either - surrounded by wolves and orcs, your weapon could be either Gondolin or Doriath.

Have added a colour change when you look at your inventory - glowing weapons will highlight in cyan.

HugoTheGreat2011 December 30, 2019 00:25

So, apparently Flanking ?still works while confused. I encountered this while fighting Madthorns, but couldn't tell if it was because I was running into them or if 'flanking' took effect while going in a different confused direction around them. Let us know if this intended behavior. Thanks

wobbly December 30, 2019 09:14

Hey Quirk, you mentioned changing blocking to any action other then moving? I'm going to suggest the same mechanic as controlled retreat, or maybe similar so you can flank with it as well if you stood & hit last turn.

Quirk December 30, 2019 10:42

Quote:

Originally Posted by wobbly (Post 142019)
Hey Quirk, you mentioned changing blocking to any action other then moving? I'm going to suggest the same mechanic as controlled retreat, or maybe similar so you can flank with it as well if you stood & hit last turn.

Just to clarify, you mean block if you did not move on the previous turn? Or block if you are moving to a location that is not adjacent to the enemy?

I'm not sure I want it to work with Flanking - Dodging already does that, and I think thematically Flanking is mobility-based. It will still work nicely with Controlled Retreat.


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