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Old November 15, 2017, 01:30   #61
HugoTheGreat2011
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Reminder to Gwarl when he updates angband.live's Sil-Q to 1.3.2: Old 1.3.1 are incompatible in 1.3.2.
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Hugo = Big-time PosChengband player

My YouTube channel, where I'm known as YggdrasilTid (includes my PosChengband gameplay+music):
https://www.youtube.com/channel/UCqG...vf4c0P8ipsIeQQ

My most recent good try at PosChengband 7.0.0's nightmare-mode on Angband.live:
https://www.youtube.com/watch?v=rwAR0WOphUA
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Old November 15, 2017, 09:21   #62
nikheizen
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Hey Quirk.

I made a pull request to your github repository. It is entirely clean-up and making the repository look nice on github.com.
You can find it here.
If you have any questions about it you can reach me here or in the PR thread on github.

I also had some requests/feedback from my playtesting:
  • You start wielding the curved sword. (mpa)
  • Warn before moving beside immobile creatures. (mpa)
  • Full monster memory. (mpa)
  • Weapons which light up around enemies reveal to you their slaying property. (mpa)
  • Accuracy/Evasion rings are too hard to craft. 16 difficulty for +2 doesn't recognize that in addition to buffing Melee/Evasion, +1 dexterity also affects archery and stealth. 7/14/21 may be better.
  • Decreasing a stat with artifice costs draining to that stat to forge.
  • Song of Aule does not tell the player that it grants rFire in its description.
  • Rout is probably too powerful. For 800 XP an elf gets 3 Archery, Rout, and Precision. With 4 DEX and a 3lb longbow that's +13 vs. 1/2 Evasion against fleeing enemies with crits on +9. That's far too little XP investment IMO for getting 1 crit per shot average on +8 evasion monsters. +4 effective DEX and a 4 Archery requirement seems more fair to me.

If you are not interested in implementing full monster memory, it may be worth looking into decoupling memory from save files a-la Vanilla, this way you can have multiple saves but retain your memory between them. Or copy your old memory folder to a new machine and start from scratch.

Thanks for your hard work!

Last edited by nikheizen; November 15, 2017 at 12:42.
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Old November 15, 2017, 10:47   #63
Tyrael
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Thank you so much for what you're doing, I've always liked to play smiths but the penalties always made them quite harsh to play, I'm really loving this fork and I think it really brought a breath of fresh air not only to Sil , but the *band community itself.
One minor bug I've discovered while smithing: When smithing a new artefact and choosing a new ability to attach to an item, artifice gives enchantment and expertise gives artifice, while masterpiece gives expertise. This luckily doesn't happen to any other ability and it's simply the wrong name for the right ability so it's not a big deal.

Anyway again, I really like all these changes and making Morgoth really worth the splash text is also something Sil sorely needed, you're doing a great job!
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Old November 15, 2017, 13:52   #64
Quirk
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@Tyrael: Thanks for the bug report! Much appreciated.

@nikheizen: Thanks for the pull request. Will take a look later.

With regard to the other points:
mpa additions sound reasonable (warning might need an option to toggle) - will try to include in next release. Will consider monster memory options.

Agree that negative stats shouldn't cost. Will update Song of Aule also.

Not convinced on Evasion vs Dex. Typically people do not increase Evasion/Melee/Archery/Stealth equally. This interacts with the way costs increase more steeply as skills rise - so for e.g. a character with 20 Evasion, 14 Melee, 5 Archery, 0 Stealth, increasing Evasion by 2 requires as much XP as increasing everything by 1 - and in such a case the Archery or Stealth gain is probably being underutilised by the character build. Being a jack of all trades usually isn't a great Sil strategy. There will be plenty of cases where Dex is the better choice of course but I don't think it is at all a no-brainer decision.

On top of this, Dex rings have a stat cost to make. Evasion rings don't.

Pretty much the only end game quality gear you could make originally with a newbie smith at 100 with no stat penalty was those rings; I am not uncomfortable with shaking up that strategy.

Last edited by Quirk; November 15, 2017 at 19:47.
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Old November 15, 2017, 16:28   #65
Gwarl
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I'm personally opposed to full monster memory by default, not opposed to decoupling it from savefiles, but that seems unnecessary given that multiple savefiles are themselves unnecessary.
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Old November 15, 2017, 17:44   #66
wobbly
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Multiple save files are convenient. Even in a short game like Sil you sometimes don't feel like playing your parked character but don't really want to quit because you'll continue it later. Multiple save files are a heap more convenient then having an extra copy of the game for every parked character.
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Old November 15, 2017, 19:46   #67
Quirk
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Quote:
Originally Posted by nikheizen View Post
Rout is probably too powerful. For 800 XP an elf gets 3 Archery, Rout, and Precision. With 4 DEX and a 3lb longbow that's +13 vs. 1/2 Evasion against fleeing enemies with crits on +9. That's far too little XP investment IMO for getting 1 crit per shot average on +8 evasion monsters. +4 effective DEX and a 4 Archery requirement seems more fair to me.
Glad to have some feedback. My initial feeling was that having a skill that worked only against fleeing enemies was going to be a little win-more for most non-specialist-flee builds - i.e. the skill is best at points when you don't need help - and so it should look fairly strong. I'd love to have other people chime in on this; I know from Angband.live that Rout is decently popular. I'm entirely open to the possibility that +4 or +3 would be ample.
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Old November 15, 2017, 23:06   #68
Infinitum
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Eh. Killing fleeing enemies is pretty win more, and it's in direct competition with opportunist for melee-centric builds (and opportunist also wrecks flittering enemies). Could be fun with morale-lowering abilities perhaps?
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Old November 16, 2017, 08:12   #69
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Looking at forewarned: prereq - focus or concentration, can we get a non-combat prereq in there for pacifists? keen senses perhaps?
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Old November 16, 2017, 08:49   #70
nikheizen
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Quote:
Originally Posted by Quirk View Post
Glad to have some feedback. My initial feeling was that having a skill that worked only against fleeing enemies was going to be a little win-more for most non-specialist-flee builds - i.e. the skill is best at points when you don't need help - and so it should look fairly strong. I'd love to have other people chime in on this; I know from Angband.live that Rout is decently popular. I'm entirely open to the possibility that +4 or +3 would be ample.
I think that getting a powerful boost against fleeing enemies is fine, but it's too cheap to acquire for elves.
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