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Gothmog December 4, 2016 14:27

Does anyone have any idea of whats to come in the next update?

I'd like to be able to dismemeber enemies making them either immoble (if a leg gets chopped off) or useless in combat (if their arm gets cut off)

I'd like to be able to "become" legendary charachters and by that I mean if you are wearing the full set of equipment belonging to say ecthelion, balrogs will sometimes recognize you as Ecthelion and they will become enraged that you killed their leader Gothomg or flee in terror for the same reason, the same could go for orcs if you "become" Turin except the orcs that do recognize you will only flee bacause of the prowess of Mormegil and not be enraged

I'd like to see heavely guarded armouries that would be difficult to get into but rewarding once you do get in

New enemy: drummer troll increases morale of enemies

You ocassionaly get a message saying "you hear cries of agony" or "screams of pain" or "you hear a fair voice cry out" for the first two pieces of dialogue you will come across an elf being tortured, if you are quick enough to save him/her they could thank you and reward you before fleeing the dungeon, for the last piece of dialogue you could find an elf desperately fighting of some enemies and of you save him/her they will accompany you for the rest of the floor to clear out enemies

A "title system" if you complete certain achievements you will unlock titles such as "of Gondolin" and when you are creating your character you can choose a title of your choice "of Gondolin" would only be compatible with elves and when using it you start off with a hauberk and a Shortsword of Gondolin, same goes with "Of Doriath" but instead of a shortsword you would get a spear I know this defeats the challenging purpose of the game but it would be a great help to players who are not the best at the game like myself

A new type of dwarves "petty dwarves" they get a stealth affinity
and food becomes a bit easier to find in the dungeon

Please let me know what you think of these ideas and tell me if I should keep posting suggestions or just stop if they are terrible

And one last thing, can someone please explain how the damn dive system works I can never tell what weapon is good or not I just judge if they are good by name which is obviously not a good Idea, I typically use spears or a longsword of bastard sword if I can find them

taptap December 5, 2016 11:40

Not really. Not anything public.

The combat system is explained in detail in the manual. Most weapons are not simply good against everything, but good against specific opponents and work especially well with different abilities / strategies. Look at the combat rolls window and read the manual and read the information about the opponents and experiment / switch weapons... if you want better advice you should post a char in the forum or directly the ladder.

Your last batch of proposals is unlikely to make it, either because similar-ish things are already in game (having same type of creature in sight already improves morale, there is an ability cruel blow already...) or they may not be viable (not so many artefacts in game for full legend kits), in my personal opinion as a player (who has seen a bit more of the game).

wobbly December 5, 2016 20:30


Originally Posted by Gothmog (Post 116026)
And one last thing, can someone please explain how the damn dive system works I can never tell what weapon is good or not I just judge if they are good by name which is obviously not a good Idea, I typically use spears or a longsword of bastard sword if I can find them

Takes a fair bit of getting used to the game to work out which weapon is best where/against what/etc. For outright simplest all-round good: 3 str +finesse, 3lb longsword, kite shield or 1d4 round shield, high melee/evasion. Any slay (gondolin, doriath etc.) is worth keeping in the pack till inventory constraints make you drop it. Just swap to the slay weapons for specific fights then back to long sword.

As taptap says specifics in the manual & you can watch the rolls window. I find it easier to try weapons & get a feel, though I do get how the no.s work which does help.

Gothmog December 5, 2016 21:59

If those suggestions are unlikely, then how about "a boney hand" which would spawn rarely and it is a reference to the hand that Beren lost, maybe (and this is not lore or anything) the hand could be a light source because it once held a Silmaril and emits a tiny but of light because of that

ripforareason December 16, 2016 01:04

I think that one thing, above all else, that would improve the game would be the removal of false floors. The other traps are fine, but it's extremely frustrating when you have located an artefact, or worse, a forge, and fall through a false floor on the way to it. Especially on a smither, this can basically mean a quit when you miss the second forge and aren't able to make a loremaster crown or whatever your favorite thing is, which can send you into a death spiral.

I wouldn't be sad to see 2-use forges, staff burning, or acid attacks go either.

Pete Mack December 16, 2016 03:54

@Grotug-- none of those changes are likely in V. Try Sil.

Patashu December 16, 2016 05:07


Originally Posted by Pete Mack (Post 116539)
@Grotug-- none of those changes are likely in V. Try Sil.

I'm guessing this is in the wrong thread, since

1) there is no Grotug here

2) this is about Sil already

ripforareason December 25, 2016 22:38

Another few suggestions after playing several games recently:

- It would be nice to have a skill to obtain Fear resistance in the Will tree. Even with 18 will, I'm getting hit with Fear very often against Great Fire/Cold drakes that I can otherwise easily kill.
- As far as I can tell, greatswords are strictly worse than bastard swords unless you have a ton of strength, because they have higher weight and the same damage output, until you start finding Mithril greatswords. I think it would be useful to have a two-handed weapon use skill that gives an additional damage side and point of accuracy when using "true" two-handed weapons. Ideally, this skill would also branch in to Rapid Attack instead of Opportunist. I'm not really sure how Rapid Attack is supposed to be used, actually, outside of a thing to take when you enter 1000', as it seems my damage output always decreases when I use it. I don't use greatswords very often unless I find Saithnar, and sometimes I carry Glend to kill Silent Watchers, Grotesques since it's better than any generic bastard sword for this purpose. Shields are just too useful.
- I'm not sure if this could be done, but it would be nice if the forge counter was based on actually seeing forges, rather than the forge merely spawning on the level. This is one of many reasons smithing is so frustrating, you are always wondering if you missed a forge every time you go upstairs.
- Make Kemenrauko have to spend a turn digging. Kemen are easily the most infuriating enemies in the game imo because of their high protection and tendency to flee while digging, making it nearly impossible to catch them.
- Don't hide shafts on the map screen when they are on a darkened square. mpa-sil does away with this as far as I can tell, vanilla should too. I resorted to dropping a "marker" item near a shaft to know where I wanted to go once I finished exploring the level.
- Smithing could probably use a buff, but I'm not sure how it should be done. With the improvement of floor items, there is no real reason to do smithing except as a hard mode that is also something different.

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