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#11 |
Swordsman
Join Date: Oct 2013
Posts: 268
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Oops. *Sharp Mithril Greatsword, naturally. 22 difficulty to smith w/Danger, 23 if you want to fiddle with the weight.
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#12 | |
Swordsman
Join Date: Mar 2016
Posts: 371
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Reaching 22 takes 8 Smithing skill, 8 Masterpiece and 6 Grace. 9 Smithing lets you do it with 4 Grace, but that's another 900 XP. |
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#13 |
Rookie
Join Date: Oct 2013
Posts: 11
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First, thank you again for taking out the gender field. That means a lot.
I haven't had a chance to try out the archery abilities yet, but they look fun. Puncture looks like a very nice "fuck serpents" skill. I wonder if you could chew through a grotesque with it in a pinch. I also like all the new special bows. I remember you talking about how hard it is to find interesting and not-broken things to put on bows, and think you did a good job with that here. It's not clear from the description exactly what Falmari does, but I look forward to finding or making one and finding out. Bows of the Falas actually help substitute for flaming arrows in an odd way, since one of the reasons I took it on non-archers was to deal with ringraukar, Gilim, and sapphire serpents. If ancient sapphire serpents are really giving you trouble, you can now get a whopping 5 levels of cold resistance without artefacts (quarterstaff of the helcaraxe, bow of the falas, two rings, and a cloak of warmth). Probably still better to just avoid them. |
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#14 | |
Rookie
Join Date: May 2019
Posts: 7
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Actually, now that I think about it, why don't you just give a separate option during character creation, outside the race/house selection, that lets the player choose their starting loadout/background? I came up with 4 different starting loadouts just now:
Woah, didn't even occur to me that you can have more than 3 levels of elemental resistance. |
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#15 | |
Swordsman
Join Date: Mar 2016
Posts: 371
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With regard to choosing starting loadouts, there's not a lot of sense in dwarves having a bow option, and pacifists are relatively unpopular choices. Starting with nothing at all isn't very serious unless you're unlucky with weapon drops on 50' so I'm not sure how much challenge it really adds. Which is not to say the idea is to be dismissed out of hand. Different loadouts might be appropriate. I am thinking of things like a traveller with cloak and staff, a warrior with helm, sword and broken shield... I'd have to think about it. Last edited by Quirk; May 10, 2019 at 22:34. |
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#16 | |||
Rookie
Join Date: May 2019
Posts: 7
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Quote:
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And I know pacifism isn't exactly popular, but maybe it would become less of an unpopular choice once there is a starting option that actually suggests it to the player as a challenge/ playstyle. Having that option start with a harp, cape or whatever bonus item would make it more appealing and probably more viable. The "Deprived" start could also start with no torches and no food, if that makes it sound more of a challenge. Yeah, about the weapon drops, I think if the game had this loadout/background selection in the character creation, then the equipment item drops on the first dungeon floors would/could probably be tweaked around a bit to be more rare. This sounds like a bit of a bigger change though, so I dunno. For example, if an archer start existed, then the amount of early arrow drops could be dialed down, but this would maybe be bad for people who want to play some sort of mixed character. Quote:
In my last game as archer, I started with most of my skill invested in archery and none in melee, but then it took like 3 floors or so until I actually found a bow. I guess maybe this is just something you have to learn as a new player, that you can't really just start as an archer immediately, but maaaaybe it would be better if you could just start with a (crappy) bow instead. |
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#17 | |
Swordsman
Join Date: Oct 2013
Posts: 268
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Maybe even swap the dexterity penalty for a stealth malus; Dwarfes naturally being worse fighters than Edain is a tad weird. Dislike the Sindar strength malus for the same reason. Both could lose a point of constitution to compensate perhaps? Oh, and came across a minor display bug; known ego items pulled from skeletons still show up as (special) in the log (and then show up properly id'd in the inventory window). |
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#18 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,386
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So, I took Smite for the first time and it's FUN!
UX Question: Would you consider adding a command key to turn it on and off? I know that macros exist, but this ability really feels different than almost every other one in that there is very high risk to having it on. Flaming arrows was arguably like this in vanilla Sil and the repercussion was much lower (losing arrows.) I also think it's worth having a light on for it in the bottom bar ('Smite') just so I remember if I have it on or off. Gameplay question: If I have whirlwind attack and I attack an enemy for the first time, will the surrounding enemies hit by my whirlwind attack also be smitten? (Smote?) The wording of Smite suggests that this is so, and I'm thinking it might be a fun gamble build (kill'em all in one swing or die trying.) Will I lose N turns if I smite N enemies with the whirlwind? :O
__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#19 | |
Swordsman
Join Date: Mar 2016
Posts: 371
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I am open to considering a Smite toggle key, though the ability description is pretty lengthy as is so I might need to think about how that would work. It might be easier when considering the "downside" to think of Smite as delivering the damage you'd deliver in two turns up front. It's not precisely the same, as the maximum is not quite double the average (average usually comes out ahead over two swings by the number of dice), but hitting only once means only one enemy armour roll. For a Flanking build where you want to reposition every turn it's not ideal, but it's less problematic elsewhere. |
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#20 |
Knight
Join Date: Oct 2019
Posts: 941
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Tutorial
I was also going to comment on the tutorial, but others have beaten me to it
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Thread | Thread Starter | Forum | Replies | Last Post |
Sil-Q 1.4.1 release | Quirk | Sil | 47 | May 9, 2019 21:29 |
Sil-Q 1.4.1-beta release | Quirk | Sil | 9 | November 18, 2018 08:47 |
Sil-Q official release | Quirk | Sil | 13 | August 21, 2018 03:10 |
Sil-Q nearly official release | Quirk | Sil | 10 | June 26, 2018 17:37 |
Sil-Q new release | Quirk | Sil | 12 | March 3, 2018 00:08 |