|
|
#261 | |
|
Knight
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 574
![]() |
Quote:
Hugging the walls and taking Disguise can help a LOT. 23 stealth has been enough to keep me basically invisible for the lategame and ascent. For an Assassination character, more stealth is always better, since it contributes directly to your melee score when a foe is unwary. Edit: Also, don't forget about Stealth Mode. +5 is no joke, and it can be very handy when e.g. wandering cats slink by. |
|
|
|
|
|
|
#262 |
|
Swordsman
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 403
![]() |
I was looking through the edit files and found a (Balanced) weapon type. I haven't found it in game, because it appears to have max_depth 0. What should I do to make it work?
|
|
|
|
|
|
#263 |
|
Swordsman
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 403
![]() |
Oh, does throwing bypass half of monster evasion or not? It appears not from the calculation screen, but I thought I'd ask. Also, how do criticals work on throwing?
|
|
|
|
|
|
#264 | |
|
Swordsman
Join Date: Jan 2012
Posts: 252
![]() |
Quote:
In any case the special items generally have a bit of an overhaul in the upcoming version. |
|
|
|
|
|
|
#265 |
|
Swordsman
Join Date: Jan 2012
Posts: 252
![]() |
Throwing is treated just like a melee attack (including criticals), except that the weight required for each point of strength bonus is 0.5lbs rather than 1lb. The idea is that arrows go fast enough to make dodging after they shoot nearly impossible (hence evasion is halved), but thrown items don't.
|
|
|
|
|
|
#266 |
|
Swordsman
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 403
![]() |
I hope it is commented back in, or I suppose that I can do it myself, because I like throwing. Balance works ok, with throwing being powerful early on, but it soon becomes sort of weaker, with most weapons, (even double criticaled spears) not harming easterlings and such. I think (Balanced) being reintroduced would be nice, or atleast making them forgeable. Nevertheless, it is a feature noone really uses much, so it isn't worth it changing. Anyone can do it themselves anyway.
EDIT: Or not. Apparently the flag PERFECT_BALANCE is causing trouble at the load screen. Last edited by Philip; August 21, 2012 at 12:45. |
|
|
|
|
|
#267 |
|
Swordsman
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 286
![]() |
So I started playing Sil recently since the whole "smithing" thing strikes me as interesting. But I hit a part of the user interface I didn't like. I use the "curses" version, and I have this really spiffy gigantic screen. The "-b" (big screen) option works well enough, but when I try to use the more useful and interesting 4 terminal default option, sil insists on using just 24x80 in the upper-left (dungeon map) terminal, despite there being lots of additional room.
So I changed it. Attached is a version of main-gcu.c that allows me to put extra screen real estate into the upper-left portion when using a screen that is big enough to allow it. The code was already doing all the hard parts correctly; this was just a matter of changing the way the rows/colums were computed within init_gcu for the four terminal windows. It should (I hope!) not make any difference when the screen size is less than 50x160. But on screens larger than that, it puts the additional room into the map view. Feel free to use this (or not) as you see fit. |
|
|
|
|
|
#268 |
|
Adept
Join Date: Jan 2008
Posts: 164
![]() |
I just had a thought. Would it be unbalanced for stairs to change colour and interrupt you (your light radius) number of turns before enemies spawn through it?
|
|
|
|
|
|
#269 | |
|
Knight
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 574
![]() |
Quote:
Then again, I usually play stealthy characters.
|
|
|
|
|
|
|
#270 |
|
Apprentice
Join Date: Jan 2012
Location: Mid-Atlantic, U.S.
Age: 30
Posts: 76
![]() |
|
|
|
|
![]() |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Sil | half | Variants | 260 | Today 17:06 |
| Sil 1.0.1 | half | Variants | 169 | April 6, 2012 01:57 |
| Sil Combat | half | Variants | 15 | February 14, 2012 04:34 |
| Sil is too hard | will_asher | AAR | 48 | January 23, 2012 22:27 |
| Sil v1.0 bugs | mtadd | Variants | 1 | January 17, 2012 09:27 |