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#141 |
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Swordsman
Join Date: Apr 2007
Location: Indiana, U.S.A.
Age: 34
Posts: 410
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Oh okay, so there is basically negligible critical difference between the two. The only real difference is that a one-handed spear will get +2 from 2lb and +1 from 1.9 lb, and the same +1 when two-handed. That helps clear up the issue for me.
thanks! So, if I were going one-handed spear, it would be better to wield the 2lb weapon since I would need to roll the same score to critical anyway at least up until the 10th critical, which I won't ever achieve anyway! 9x10=90 8.9x10=89
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#142 | |
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Swordsman
Join Date: Jan 2012
Posts: 252
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Quote:
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#143 |
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Swordsman
Join Date: Apr 2007
Location: Indiana, U.S.A.
Age: 34
Posts: 410
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Ah! Fair enough.
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#144 |
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Scout
Join Date: Apr 2012
Posts: 34
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My character had a status effect called "weak" that was reducing his strength by one. It didn't seem like a stat drain thing, since the strength number just decreased instead of turning yellow. How did I get it, and did it just go away with time?
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#145 |
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Knight
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Isn't "weak" one of the hunger states? Try eating some food and see if it goes away!
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You read the scroll labeled NOBIMUS UPSCOTI... You are surrounded by a stasis field! The tengu tries to teleport, but fails! |
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#146 |
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Apprentice
Join Date: Jan 2012
Location: Mid-Atlantic, U.S.
Age: 30
Posts: 76
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Getting 'weak' decreases STR by 1. This doesn't go away with time, unless you eat some food.
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#147 |
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Scout
Join Date: Apr 2012
Posts: 34
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Oh, I had no idea 'weak' was a hunger state. I eventually hit Starving, so I popped a lembas and was fine.
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#148 |
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Swordsman
Join Date: Apr 2007
Location: Indiana, U.S.A.
Age: 34
Posts: 410
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I just wanted to put a question out there... have you considered adding flavors, or additional flavors, to weapons and armor? Perhaps runes? Once I identify an item of a particular type, like slay orc, every instance of a weapon of slay orc auto-identifies from then on. It's an awesome feature, but leads me to believe that there is some sort of flavor my character can see to allow them to make this distinction, that I cannot. The only gameplay instance I recall that this could be helpful would be when I've got a string of special weapons in my inventory, and when one gets identified, perhaps I was holding three items of the same type. My character probably realized they were a set of three, but I had no way to tell. Anyway, maybe this would muddy up the nice minimal effect Sil has going for it. But, maybe a rune or string of runes on weapons and armor would look neat and maybe be in theme? Or maybe just a way to manually inscribe special weapon attributes that link to the attribute and not the weapon-type. The game asks me if I want to inscribe all longswords a particular way, and not whatever attribute I think makes it a weapon of slay orc. Just a random thought I thought I'd throw into the ether.
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#149 |
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Swordsman
Join Date: Nov 2008
Posts: 377
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I've had a couple characters now who have been blocked by rubble from the forge on the second level I visit. That seems a little early to require a character to have found a digger, is there perhaps anyway to stop that from happening? Maybe make rubble not show up til 150'?
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#150 |
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Scout
Join Date: Apr 2012
Posts: 34
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Hey guys, still having fun with this game—haven't played any other since I found it a couple of months ago.
I find myself occasionally annoyed by Mewlips' map-amnesia effect, which I believe to be an interface problem. A similar effect was removed from Dungeon Crawl Stone Soup because it made it optimal to take screenshots of the level in order to negate the in-game effect. Although I wouldn't suggest that Sil devs should do something just because Crawl did it, the same argument applies equally well for both games, since it's simple for me to take a screenshot of the level whenever I encounter an amnesia-causing creature. Removal of the amnesia effect would improve Sil's interface, and I don't think the game would suffer much from the loss of a feature. Mewlips are more interesting for their fear effect anyway. Thoughts? |
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