Thread: Sil
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Old January 5, 2012, 13:35   #22
Scatha
Swordsman
 
Join Date: Jan 2012
Posts: 414
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Hello all,

I helped somewhat with the design and development of Sil. Anyhow, I'm familiar enough with the game that I thought I might try my hand at answering some of the questions in this thread, to take the pressure off half.

Quote:
Originally Posted by Storch View Post
I have two questions:
What are good starting stats for simple "bang it on the head till it stops moving" warrior?
I don't want to be too prescriptive, but the main point would probably be to put a good majority of your experience points into Melee and Evasion (later on in the game you will probably want some Will and Perception, but I'll leave that to you to experiment with). For the stat allocation, I'd suggest going light on Grace and having a balance of the others (you can't allocate them entirely balanced, but I don't think it's obvious which is best to push furthest, so I'll leave this to personal choice).

Edit: Oh, and take a Noldo for sure. Dwarves can make effective fighters, but they are a bit tricky in the early game, and less powerful overall; Sindar aren't very suited for this style; and Edain lead to a much harder game. In light of my comment on Grace, you probably don't want a House of Finarfin character for this build (but there are a lot of viable fighter-with-tricks builds, and they can be good at these).

Quote:
What does the combat rolls window show? Is it useful information or just illustration?
Fair question. For every attack made, this window shows the dice rolls. The top half is for attacks you make, and the bottom half is for attacks monsters make (usually against you). The left half shows the to-hit roll, and the right half shows the damage roll. A line might look like this:

@ (+8) 23 11 12 [+1] o | (3d7) 10 7 3 [1d4]

This shows you attacking an orc scout. The result of a d20 plus your attack bonus of +8 was 23; the orc scout's roll plus evasion bonus of 1 was 12. The difference is 11, so this is what you hit by (the central number of the left side, in red). This was enough to get a critical hit with your curved sword, so we roll an extra damage die: 3d7 instead of 2d7. We got a 10, and the orc scout got a 3 on its 1d4 armour roll, so we deal 7 damage to it.

Whether you think this is useful information or not is partially up to you! It is certainly possible to play the game without this information, but I think it is often helpful to understand the combat system, and see why you are effective (or not!) against different enemies or in different circumstances.

Quote:
Originally Posted by pav View Post
I'm a little confused about the lack of character level concept in this game. Is there something you want me to use instead, half?
Is this to use as a ranking method? I can probably describe how it should work, but I think I will defer to half on this one, as he is likely to have a better idea of the technicalities.

Quote:
Also, in the sample dump I got from will_asher, the Depth (current depth?) is shallower than Min Depth (max depth? recall depth? other depth?). Can you clarify this to me?
This one I can answer. Depth is indeed current depth. Min Depth (which is entirely a function of 'turn count') is the shallowest level a player can reach when they use the stairs. If they try to reach a level which is shallower than that, they will lose their way and emerge at that depth, as a result of the power of the Enemy, calling all new things in Angband to him. In particular, Depth is the relevant one for scoring purposes.

Last edited by Scatha; January 5, 2012 at 13:40.
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