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-   -   sil-q 1.4.3-beta (http://angband.oook.cz/forum/showthread.php?t=9814)

wobbly January 30, 2020 16:15

sil-q 1.4.3-beta
 
May as well start a bug & comment thread.

The slaves are counted for the bonuses enemies get for surrounding you.

Quirk February 2, 2020 04:10

Quote:

Originally Posted by wobbly (Post 142799)
May as well start a bug & comment thread.

The slaves are counted for the bonuses enemies get for surrounding you.

Fixed in the current angband.live version now along with items falling under them.

Infinitum March 16, 2020 21:03

So.. any new features we should get excited about (beside neutral(?) slaves)?

Quirk March 17, 2020 13:12

Quote:

Originally Posted by Infinitum (Post 143685)
So.. any new features we should get excited about (beside neutral(?) slaves)?

Development has halted in the last couple of months as life has happened, but it looks like the next version will be 1.5 instead of 1.4.3 and include tileset support.

Changes that are already implemented:

Enemies
- Unmourned removed; new undead added, wraiths and spectres, which are much more dangerous
- Attercops added: new web-throwing spider enemy
- mild buffs to serpents and spiders, slight damage reduction on ringrauko and ururauko
- Slaves and orc slavers added in the early game
- Orc leaders now rally troops rather than disarm

Skills
- Forewarned gone, replaced with Outwit, which negates all critical damage if you win a Perception test against your attacker
- Critical Resistance and Hardiness gone
- Will skill: Oath - choose from three oaths which forbid you respectively from singing, attacking fleeing enemies, and harming men and elves and which grant a stat point in return as long as the oath is kept.
- Will skill: Formidable - Enemies do not gain morale or become more keen to attack when you are injured.
- Blocking now doubles your shield roll as long as you did not move last turn
- Inner Light gives a +2 bonus instead of +1

Items
- Glowing items no longer glow when dropped on the floor (slay items will however glow in your inventory)
- Feanorian lamp light radius increased by 1, lamps made more common
- Hand axes changed from 5d1 to 4d2 so they were better early and didn't scale so strongly with Smithing
- New effects: resist bleed, avoid traps (on boots), cumbersome (no crits)
- Many new egos and ego changes; egos more narrowly targeted to slots and types of gear; egos on mithril items in particular improved
- New Angband-appropriate egos; curved swords only have Angband-egos rather than elf-egos

Smithing
- Guaranteed forges now at 100', 300', 500' instead of 100', 500', 900'
- +Smithing items gone and uncraftable
- Now cannot smith curses on artefacts
- Some cost rebalancings
- Breadth of new egos and more early forges has strengthened mid-game, late game has been weakened

Bug-fixes
- Various self-knowledge fixes
- Tutorial fixed
- Smite now shows the main attack in red while active
- Grotesques now cannot be knocked back
- Weapon/shield betrayal updated to be more frequent but less capable of killing you

Changes yet to come:

- Tileset support (the tileset is currently in development - thanks to MicroChasm for the graphics)
- Consumables overhaul to make them more Tolkienesque; this will see an end to Potions of Constitution and Herbs of Emptiness

Implemented changes which will be reworked:

- Song of Whetting had a cost reduction to Song/4 lbs. This proves to be too good, and Morgoth was killed in the beta with a vanilla longsword. Whetting needs a rethink or replacement - sharpness doesn't do enough early, and is a requirement for Morgoth-fighters late.
- There's already been an adjustment to Staff of Earthquakes, but its ability to bypass Evasion makes it the Morgoth-killer's preferred weapon of choice - it may be tweaked within the beta before being replaced with the consumables overhaul

DavidMedley March 17, 2020 20:12

Wow! Looks like a great list of changes!!

Hopefully I can contribute soon with the automatic populating of Wiki entries that Gwarl and I have been working on.

Infinitum March 17, 2020 22:00

Welp, I guess I'm suitably hyped now then. Thanks!

seraph March 22, 2020 06:58

i've always said curved swords should be able to have poison brand. will that be one of the angband egos?

Quirk March 22, 2020 13:01

Quote:

Originally Posted by seraph (Post 143792)
i've always said curved swords should be able to have poison brand. will that be one of the angband egos?

No, for balance reasons I've opted to keep poison to daggers (and the new hand axes).

Current egos on curved swords are:
Murder (stealth, grants assassination)
Udun (flame brand, but no critical hits)
Thangorodrim (+1 con, but no critical hits)
Black Iron (slays men and elves, aggravates enemies)
Vampiric (drains life from enemies, increases hunger, cursed)

HugoTheGreat2011 March 22, 2020 16:52

Using looks awesome

seraph March 23, 2020 05:59

Quote:

Originally Posted by Quirk (Post 143797)
No, for balance reasons I've opted to keep poison to daggers (and the new hand axes).

Current egos on curved swords are:
Murder (stealth, grants assassination)
Udun (flame brand, but no critical hits)
Thangorodrim (+1 con, but no critical hits)
Black Iron (slays men and elves, aggravates enemies)
Vampiric (drains life from enemies, increases hunger, cursed)

is a poison version of udun really that much better than udun itself?

ster March 23, 2020 08:08

Poison hits red S (most common and most annoying), dragons and balrogs. Fire hits undead and maybe some spiders? It's pretty obvious that poison is the stronger of the two at least by the end.

MicroChasm March 24, 2020 00:33

I've really been enjoying working on the new tiles. My goal is to make a tileset that is readable and informative.

I'm planning to post screenshots on the forum to get feedback sometime soon. I am very much open to critique.

I understand that plenty of people prefer ASCII as well, which I totally understand. I actually think Sil looks very good in the ASCII mode. I'm hoping that having a tileset will appeal to at least some of the existing community, and will also lower the barrier to entry for new players.

Quirk March 24, 2020 10:38

Quote:

Originally Posted by seraph (Post 143811)
is a poison version of udun really that much better than udun itself?

Poison doesn't restrict critical hits - which is necessary, as daggers really can't afford to lose them. Poison is the second strongest of the brands, and extending it as an ego to curved swords would make poison curved swords more or less the strongest ego weapons.

Udun provides an ego that is balanced for weapons with slightly larger damage sides and allows the flaming swords balrogs use in canon. Poison swords are not canon to the best of my knowledge. Poison spears are, but severe balance issues exist there.

seraph March 27, 2020 02:41

huh, i could have sworn that some orcs used poison swords. now i can't find anything to about it. weird ¯\_(ツ)_/¯

wobbly March 27, 2020 04:14

The orcs poisioning their blades is mentioned when Sam is injured.

Quirk March 27, 2020 10:49

Quote:

Originally Posted by wobbly (Post 143953)
The orcs poisioning their blades is mentioned when Sam is injured.

I stand corrected then. Still, balance issues remain.

seraph March 28, 2020 18:00

Quote:

Originally Posted by Quirk (Post 143841)
Poison doesn't restrict critical hits - which is necessary, as daggers really can't afford to lose them. Poison is the second strongest of the brands, and extending it as an ego to curved swords would make poison curved swords more or less the strongest ego weapons.

what if there was a separate ego for poisoned daggers (which allows crits) and poisoned curved swords (which does not allow crits)? based on a cursory glance at anydice, this ends up being worse than a nargothrond bastard sword (one handed) against balrogs. shouldn't be too game breaking.

Quirk March 30, 2020 13:25

Quote:

Originally Posted by seraph (Post 143990)
what if there was a separate ego for poisoned daggers (which allows crits) and poisoned curved swords (which does not allow crits)? based on a cursory glance at anydice, this ends up being worse than a nargothrond bastard sword (one handed) against balrogs. shouldn't be too game breaking.

The flame brand version (Udun) is already filling this space, and the two would be too similar IMO.

I am considering introducing a consumable that allows application of short duration extra poison damage on a weapon, but I'm not sure if I'll do it yet.

wobbly March 30, 2020 23:02

I think poison daggers are 1 of the few good early stabbing weapons for 0 str if you find it in 1d6, & a poison curved sword is basically better then any 2 hander, as you can use it with a shield. It's probably fine just left as a dagger, arrow, spear of Melkor or smithing thing. Poison on a weapon is better then anything short of cold or elec.

seraph April 2, 2020 04:08

Quote:

Originally Posted by Quirk (Post 144024)
The flame brand version (Udun) is already filling this space, and the two would be too similar IMO.

I am considering introducing a consumable that allows application of short duration extra poison damage on a weapon, but I'm not sure if I'll do it yet.

alright, that's fair. i think the consumable would be neat.

HugoTheGreat2011 April 2, 2020 05:28

Question: when "full as can be" occurs, how long does the fast digestion last?


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