Thread: Sil 1.2
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Old January 3, 2014, 22:21   #1
half
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Sil 1.2

Sil 1.2 is now available.

Headline features:

* Some monsters now have abilities too, like Charge, Exchange Places and Songs...
* There are now chasms in the dungeon
* Many new vaults and interesting rooms
* Many balance improvements, minor changes, and bug fixes

Full Changelist:

Code:
- Sil 1.2.0 ----------------------------------------------------------------------------------------------

- broke savefile compatibility
	- sorry about this
	- it needs to happen every now and then and I schedule it for the 1.X.0 releases

- many of the small improvements in this version are from the Sil variant: mpa-sil
	- I've noted this below where I remember -- apologies for those I've forgotten to credit

- monster abilities
	- monsters can now have some of the abilities that the player can get
		- such as Charge, Cruel Blow, etc.
	- Morgoth and Gorthaur have songs of power

- abilities
	- Throwing Mastery now prevents thrown items from breaking
	- Two Weapon Fighting no longer allows you to wield 'hand and a half' weapons in your off-hand
	- Knock Back
		- now requires there to be no monster in the square the creature is knocked into
			- so orcs don't get swapped in corridors etc
		- it now takes weapon weight into account in determining your effective strength
			- so you will want a heavy enough weapon to get your full strength bonus
	- Point Blank Shot now completely prevents the attack of opportunity from the
	  enemy you just shot at, instead of 50% chance for all adjacent enemies
	- Skill requirements reduced on several early Evasion Abilities
	- Added the Evasion Ability: Leaping 
	- Flanking no longer requires Dodging (though the latter still works well with it)
	- Heavy Armour use now has an alternative pre-requisite of Crowd Fighting
	- Lore-master no longer identifies chest traps (via mpa-sil)
	- Majesty now takes the monster's Will into account
		- instead of reducing morale by Will/4...
		- it reduces it by half the difference between your Will and theirs
	- Song of Sharpness now lowers enemy protection by 2% per point of Song
		- this is usually a smaller effect than the old rules
	- Song of Mastery is now slightly cheaper to make the skill point progression simpler
	- Unwavering Voice has been removed
		- having non-song abilities in the Song tree limits the ability for people to learn many songs
		- and this was the weakest one in terms of game mechanics
	- Woven Themes now makes the minor theme use (Song / 2) instead of (Song - 5)
		- this makes it worse in most cases
		- but this means more people will use Song abilities to get actual songs
		- made slightly more expensive to make the skill point progression simpler

- smithing
	- 'slays' no longer cost a strength point to add to a weapon
		- it was too steep a cost for the early game, making no-one add them
	- artefact arrows now have half the difficulty
		- it was crazy costing you as much for 1 arrow as for 24 or a regular equipment piece
	- fixed several of the smithing bugs
		- the game is now clear that you can only use one of Enchant or Artifice per item
			- this removes the worst smithing bugs
		- fixed a bug with artefact rings and amulets forgetting their special bonuses sometimes
		- I think the only remaining bugs are glitches surrounding abilities on artefacts disappearing or duplicating
			- the work around is to only add abilities to artefacts immediately before the end

- items
	- weights	
		- randomised weights for weapons and armour are now less fine grained (via mpa-sil)
			- they come in multiples of 0.5 lb instead of 0.1 lb
		- other weights tweaked a bit to match (e.g. potions from 0.4 lb to 0.5 lb)
	- increased chance of generating out of depth items from 1 in 10 to 1 in 7
	- identification
		- there is no longer a perception check when identifying items by use 
			- (you automatically pass if you get the opportunity)
		- identification of passive abilities now occurs twice as quickly
	- reduced the late game frequencies of many potions/herbs
		- people typically had far too many of them by the throne room
	- horns
		- changed trumpets to horns
			- changed colours, descriptions, adjectives
			- dramatically reduced weight
		- added the Horn of Force, which knocks back enemies in its path
	- vampiric weapons no longer drain life from nonliving monsters
	- herbs of rage
		- now make you completely immune to fear
			- previously it was just resistance, but the possibility of frightened rage was silly
		- you can no longer identify monsters via the recall window
	- staffs of treasures now display non-subdued Deathblades
	- bows
		- Shortbows now native to 50 ft instead of 100 ft
			- so archers should be a bit easier to start
		- Longbows
			- now native to 150 ft instead of 350 ft
				- to give players a better choice of archery style through the game
			- no longer get the [-1] penalty
				- it was a bit fiddly and too few archers were using them anyway
		- Dragon-horn Bows are now 1d9 2.0lb
			- a bit like deathblades or the old longbows
			- they should be more tempting to the majority of archers who find them now
	- throwing items (daggers, spears, throwing axes)
		- now found in slightly larger stacks
		- removed some of the special item types they could get that required wielding
		- made an automatic throwing command: control-t
			- throws the first throwing item in your inventory at your target or closest monster
			- akin to "ff"
	- artefacts
		- made the Greatsword of Saithnar a bit less good
		- made the Shortsword of Galadriel rarer
		- tweaked the stats of the Helm of Curufin
			- it had (-1) instead of [-1] only because 5 years ago that was how all helms were...
		- the Cloak of Maglor now grants Song of the Trees
			- as Unwavering Voice was removed

- display
	- molds are now always visible once sighted for the first time (via mpa-sil?)
	- made the darkest shade of grey (d1) a bit darker
		- needed to tell it apart more clearly from the others
	- visual display of hits on monsters changed
		- there is no longer a colour difference when doing more than 10 damage
		- instead, there is a colour difference when killing an opponent
	- significantly improved the self knowledge screen to show the quantitative effects
		- including the details of stacked levels of an attribute
		- now also identifies items if the item granting the power is known
			- (e.g. slay orc on melee weapon) (via mpa-sil)
	- weapon and armour weights are now shown when you walk over them (via mpa-sil?)
	- gave more detail in the in-game descriptions of some abilities (via mpa-sil)
	- if you are in a pit or web, this is now displayed in the status line
	- adjusted the 'notes' display
		- to let it fit slightly longer notes
		- and changed self-made notes so that the last few words don't automatically flow to the next line
			- which makes it easier to manually write long multi-line notes without looking ragged
	- falls now correctly display the character of the thing that made you fall in the combat rolls window
		- e.g. the staircase or the false floor
	- abbreviate "Health" and "Voice" when you have more than 100 points of it (via mpa-sil)

- interface
	- removed "always pickup" and "prompt before picking things up" options
		- the former let you get free turns and wasn't really any easier than manual pickup
			- (since you want to pick up less than half of things and need a keystroke either way)
		- the latter was only needed with the former
	- added an user interface option to 'Forgo bonus attacks on unwary enemies'
		- this used to be always on, but can now be toggled
		- I've made sure it covers *all* bonus attacks (I'd missed Rapid Fire and maybe another)
	- targetting
		- firing an arrow 'ff' when the target is a location that is now out of line of fire, no longer fires
		- added an automatic throwing command that throws the first throwing item in inventory at the first target
		- both firing and throwing no longer automatically choose a target if it is out of range
	- you can now inscribe your melee weapon with "!a" somewhere in the inscription (via mpa-sil?)
		- this will trigger a warning every time you try to attack with it
		- good for pacifists, extreme stealth characters, and smithing equipment
	- you will also be similarly warned if trying to attack with a shovel or bare-handed
	- monster memory now explains that touch attacks ignore armour
	- you are notified when entering greater vaults (via mpa-sil)

- monsters
	- unified how monster mana works
		- they each have a capacity of 15 points of 'mana'
		- it regenerates 1 point per round (if not singing)
		- casting a spell uses 10
		- starting a song uses 1 per round 
			- and monsters only decide to start if they have at least 10
	- made the check for monsters to bash down doors the same as for the player
		- I don't know how this had got out of sync
		- it is now easier for monsters to bash doors
	- allowed weaker monsters to rarely (1 in 10) push past stronger ones
		- necessary for the new pathfinding code
	- orc warriors
		- now come in smaller groups
		- also have the Ability 'Charge'
	- easterlings
		- easterling archers
			- their longbows now do 2d7 instead of the old-fashioned 1d11
		- easterling warriors
			- have the Ability 'Flanking'
		- Uldor, the Accursed is now an archer rather than a melee specialist
			- makes him more different, and good to have an archer unique
			- has the Ability 'Crippling Shot'
		- Ulfang, the Black
			- has the Ability 'Opportunist'
		- Maeglin
			- has the Ability 'Riposte'
	- cats
		- cat warriors
			- have the Ability 'Exchange Places'
		- Tevildo
			- has the Ability 'Cruel Blow'
			- and has melee reduced a little to compensate
	- trolls
		- all types have the Ability 'Knock Back'
		- Dagorhir, the Elfbane
			- now has the Ability 'Elf-Bane'
			- his base att/evn was lowered a bit to compensate
	- worm masses
		- now become unwary properly when you are far enough away (like other monsters)
		- since they don't breed when unwary, this should help with worm mass explosions
		- their crawl attacks no longer halve your armour (unneeded complexity)
			- but I've slightly increased damage to partially compensate
	- raukar
		- sulraukar are now easier to kill
			- reduced evasion and protection
		- ringraukar
			- increased damage
		- kemenraukar
			- reduced evasion
			- adjusted their AI slightly to weakly prefer open space to breaking through a wall
	- shadow spiders
		- reduced health (slightly), evasion, and melee
		- they seemed to be a bit too tough, but you will still want to remember to run away!
	- Thuringwethil is now coloured red to make her more distinct
	- Gorthaur
		- has gained a Song
	- Morgoth
		- has gained two Songs
		- and a point of Con to make him slightly more resilient

- vaults
	- added many new vaults, including many designed by Clouded and some by HallucinationMushroom (from the Forum)
	- made vaults a little more common, including earlier in the dungeon
	- removed iron walls (a.k.a. permanent rock)
		- it wasn't really needed and we weren't doing anything interesting with it

- traps
	- removed amnesia gas traps due to player frustration
	- removed flame traps from chests as they just encouraged dropping your flammable goods (via mpa-sil)

- other
	- digging
		- you no longer need to be wielding a digger to dig with it
			- carrying it in your backpack is enough
			- this saves some turns (and tedium) when digging
			- but to balance this digging now provokes attacks of opportunity from adjacent enemies (like archery)
		- the strength requirements have been changed (via mpa-sil)
			- you now need Str 1 to clear rubble, Str 2 to break quartz, and Str 3 to break granite
			- it no longer depends upon the digger weight (as there was no clean way to do so)
	- stealth
		- reduced the difficulty of having monsters lose track of you (become unwary again)
			- previously you had to beat them at their perception roll by 30
			- now it is by 25
			- Vanish still give +10 to this roll
		- passing the turn in stealth mode doesn't suffer the speed penalty
			- so it is no longer advantageous to toggle stealth mode on and off if you want to pass
			- the word 'slow' is still displayed but that relates to the next action, not the last one
	- unified and clarified the stacking behaviour of numerous effects on the player and monsters
		- almost everything that can stack, does stack
			- all temporary effects (except entrancement): add new duration to the existing duration
			- speed: stacks but the final score is limited to be between 1 and 3
			- elemental resistances: x levels of (net) resistance means damage/x
			                         x levels of (net) vulnerability means damage*x
			- sustains: +10x bonus to Will check
			- resist fear, blindness, confusion, stun, hallucination: +10x bonus to Will check
			- free action: +10x bonus to Will check
			- see invisible: +10x bonus to Perception check
			- aggravate: unwary monsters get +10x to perception check
			- regeneration: your regeneration rate is (1 + x) times normal
			- danger: monsters are generated as x levels deeper
			- cowardice: damage threshold to trigger fear is 10/x
			- haunted: x% chance per turn of generating a wraith
			- hunger: each level triples the rate, each level of slow digestion divides it by three.
			- sharpness: Amount from song (song*2 %) is added to amount from weapon (0%, 50%, or 100%)
			- slays/brands: each valid one adds a die of damage
			- light: your equipment levels add up to produce your light radius
				- light from sources on the floor, or monsters, or lit rooms, add their light levels on that square
		- things that don't stack
			- tunnelling: you tunnel with the best digger available, multiple diggers don't stack
			- abilities: multiple copies of an Ability (such as Sprinting) don't stack
			- entrancement: cannot affect you when you are already entranced
		- monster effects
			- morale effects: all add together
			- temporary effects: add new duration to the existing duration
	- the extra deep monsters generated during the escape now come from a wider range of levels
		- to add more variety to the escape
	- you no longer gain double experience for finding artefacts and unique monsters
		- it was a bit unnecessary...
	- removed the 'crown' screen at the end of the game
		- it was left-over from Angband and seemed out of place
		- if enough people want something like that, perhaps a better version could be added

- Dungeon
	- more stairs on the really big levels
	- more chance that a shaft is placed instead of a stair
	- these things should make the escape a bit faster

- bugfixes
	- chests weren't generating their contents properly
	- minor changes to some vaults to stop generating chests in locations where their items would disappear
	- off-hand weapons were using the wrong damage sides when making a charge attack
	- the boots of Irime now give the right self-knowledge text
	- when extra deep monsters are generated on a level in the pursuit, this no longer includes territorial ones
	- you can no longer see what items a creature is standing on if you detect it with staff of foes or listen
	- you can no longer see what items a creature is carrying unless you can see its square directly
	- monsters that can't use stairs will no longer try to flee to them
	- fixed the problem in debug mode where looking at newly generated monsters could print garbage strings
	- fixed the game taking a turn when declining to attack during the 'truce'
	- fixed the game taking a turn when you aborted an attempt to blow a horn (via mpa-sil)
	- fixed the game giving a turn of poison/regeneration/etc when you save via Control-X (!)
	- fixed a bug with two-weapon fighting where the off-hand penalty was only (-2) (via mpa-sil)
	- fixed a bug with removing autoinscriptions from one item type accidentally removing all of them (via mpa-sil)
	- off-hand weapon weight was counting for heavy armour use (via mpa-sil)
	- Feanorian lamps and lesser jewels granting brightness now auto-identify properly
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