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Old January 3, 2013, 15:52   #1
half
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Sil 1.1.1

Has it just been one year since Sil was released? In honour of JRR Tolkien's birthday, Scatha and I would like to present the eleventy-one release!

Sil 1.1.1 is now available.

Headline features:

* Simplified rules for weight-based caps on your strength bonus
* New Melee ability: Momentum
* Changes to Cruel Blow, Crippling Shot, Knock Back, Opportunist
* New damage progression for bows
* 5 new artefacts

Full Changelist:

Code:
- abilities
	- Stun has been removed
		- it was the least interesting melee ability and makes way for a new one:
	- Momentum is a new Melee ability
		- it allows you to use your strength to full effect on lighter melee weapons
		- it works by doubling the effective weapon weight for the purposes of capping the str bonus
	- Cruel Blow and Crippling Shot now allow the monster to make a Will check to avoid the effect
		- the difficulty is 4 times your level of critical hit
		- you can now trigger these on a level one critical hit, but have more chance for higher levels
		- it is a lot easier to trigger these against low Will enemies
	- Knock Back now has a different trigger
		- you now roll a skill roll of your strength*2 vs your opponents con*2
			- you get the effective strength modifiers from charge, rapid attack etc
			- you get a +4 bonus for wielding you weapon with two hands
		- Giants, Morgoth etc are now quite a bit harder to knock back, and small things are easy
	- Opportunist now lets you have one last blow as an enemy tries to flee through the stairs
		- very satisfying if you slay them and get their items

- combat system
	- simplified the limits on how many damage sides your strength can add
		- now it is always a limit equal to the weapon weight in pounds
			- so any 4 lb item can have up to 4 bonus damage sides from strength
		- used to be a side per 0.5 lb for thrown weapons and per 1.5 lb for two handed weapons

- display
	- renamed "Long Corslets" to "Hauberks" (a term used occasionally in the works of Tolkien)
	- fixed some minor anachronisms in artefact and monster descriptions
		- including renaming Earendil's bow as he didn't have it at the time of Sil
	- new automatic notes for
		- falling through false floors
		- falling through trapped stairs
		- encountering uniques for the first time
	- {special} item types you know about are now displayed in the object knowledge menu
		- useful for narrowing down the options when you find a new {special} item

- interface
	- allowed 't' to select closest/target when aiming
		- makes throwing a little bit easier as you can leave a finger on the 't' key
		- just as you can with 'f' and firing
		- (note for keypad users: '5' also works)

- dungeon
	- decreased the chance of trapped stairs during the ascent
	- made Glyphs of Warding harder for monsters to break
		- they used to require a successful monster Will check against difficulty 17
		- now against difficulty 20
			- this is very hard
			- the first creature that can break it at all is Delthaur at 700 ft
		- I encourage people to try to exploit these and see if they are too good

- monsters
	- Silent Watchers can no longer keep you permanently knocked out
		- the maximum amount of time they will knock you out for is 5 turns
		- this is how it was always meant to be
		- sorry to those who never regained consciousness! 
	- Balrogs now drop an extra item when slain
	- Shadow mold spores were treated as mixed elemental (dark) damage in some parts of the code and pure in others
		- this resulted in some misleading info in the hit rolls window
		- I've moved them to simply do mixed elemental damage
			- i.e. an extra die when you are not-resistant
			- it would have been much harder to make them the only melee pure elemental attack

- songs
	- bonuses from songs can now never be negative
	- the Song of Este now always at least doubles your regeneration

- items
	- changed bow damage from (1d7), (1d9), (2d7) into (1d7), (2d5), (3d3)
		- now very similar to the swords
		- should make extreme archery against Morgoth less powerful
	- made Dragon-horn Longbows twice as common as before
	- staffs of light appear earlier, where they might be a bit more useful
	- staffs of sanctity are a touch more likely to appear deeper in the dungeon
	- lesser jewels appear earlier and no longer break when thrown
	- moved Galvorn Armour from [-1, 2d4] to [-1, 1d8] to be more different to Mithril Corslets

- {special} items
	- spider-slaying weapons now also glow if a web is (very) near

- artefacts
	- added:
		- The Mithril Helm of Ecthelion (for Psi)
		- The Kite Shield of the Swan
		- The Hauberk of Nevrast
		- The Boots of Irime
		- The Mail Corslet of Gundor
	- modified:
		- The Shortbow of Celegorm
		- The Spear of Ogbar
		- The Great Axe of Nogrod
	- made some artefacts about 50% rarer:
		- The Corslet of Fingon
		- The Robe of Idril
		- The Hauberk of Maedhros

- removed tridents
	- they weren't useful and weren't really used in combat in Beleriand

- bug fixes
	- many monsters were having occasional trouble with doors due to a subtle off by one error
	- the Polearm Mastery bonus attack couldn't trigger Knock Back properly
		- this should now be a powerful combination
	- sometimes guaranteed good or great items (particularly greaves) were failing to become {special}
	- feanorian lamps of brightness and lesser jewels of brightness didn't glow enough on the ground
	- wielding a proficient weapon (e.g. axes for dwarves) used to give a bonus to throwing a different weapon

- platform specific
	- linux version
		- changing the fonts or gamma in the silx file should now work properly in X11
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Old January 3, 2013, 16:00   #2
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Nice. Can't wait to try it out once I finish my current game. Y'all are doing an amazing job. Thanks for taking the time to make such a great game for us to enjoy.
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Old January 3, 2013, 16:20   #3
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Argh half!!!! Right after my resolution to quit gaming you go and do this?!?! hahahahaha

The changes look badass. I'm curious about the artefact changes! I really like the new bow and galvorn armor die/side changes. Glad to see Tridents go, too.

I never even knew what Stun did in pure numbers, and the new Momentum thing sounds like a neat bridge ability for stealth-stabbers who want to use Assassination later in the game.

Love the changes to Warding, and to knockback/cruel blow. I like it when changes make some things easier and others harder, instead of being a straight nerf.

That opportunist change is brilliant, too. Never thought of that one.

The only thing I'm a bit sad about is the strength bonus rule to throwing weapons, as they were already sort of hard to justify keeping around and this is a teeny bit of a nerf. Throwing axes used to get an extra damage side at 0.8lbs, now they'll get none (unless I'm wrong on the numbers, or they were tweaked upwards.)

On the other hand, LOOK OUT GREATSWORDS lol. a 4.0lb greatsword can crit reasonably often and still get +4 sides!!!!!!

*drools

Edit: Just realized that this makes mithril greatswords freaking awesome, too. Before they were sorta lame because you could never get a lot of damage sides out of them, and b/c knockback and stun were based on weapon weight * damage, you wanted a heavier steel version. Now that stun is gone and knockback is a straight str vs con check, mithril greatswords are (I think) clearly better when you can find them!

Last edited by debo; January 3, 2013 at 16:27.
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Old January 3, 2013, 16:23   #4
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Congrats on the new release.

Hooray, no more of me counting on my fingers going, 15, 30, 45, 60, 75, 90, 105, 120...... If I can get some time I'll try to break my 5d20 record.
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Old January 3, 2013, 16:25   #5
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Can't wait to try Greatswords with the new strength limits! Just think of the possibilities with momentum and lots of strength!
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Old January 3, 2013, 16:35   #6
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The new artefacts are siiiiiiiiiiiick. That Hauberk of Nevrast one is my favorite

Also, Nogrod is even more badass now, esp. for a Naugrim

OK OK OK I'm leaving now!!! Enjoy the release everyone!
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Old January 3, 2013, 16:41   #7
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Man, Anglachel with momentum could get up to 10 sides from strength. And with the weight simplification, 2 handed actually makes a difference. So, 3d15 if you've spent some time in the gym, or boost with roids. Is it too early to write to Santa Claus for one of the black blades?
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Old January 3, 2013, 16:48   #8
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Quote:
Originally Posted by HallucinationMushroom View Post
Man, Anglachel with momentum could get up to 10 sides from strength. And with the weight simplification, 2 handed actually makes a difference. So, 3d15 if you've spent some time in the gym, or boost with roids. Is it too early to write to Santa Claus for one of the black blades?
And just think about war hammers -- or mattocks!
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Old January 3, 2013, 16:55   #9
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We need a super smith to make a bunch of str gear. I've already made a 26 lb mattock that I almost got a lot of extra sides from. 52 sides I guess is the new maximum, lol.

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Old January 3, 2013, 17:21   #10
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Did anyone realize that it has been 1 year (more or less) since Sil 1.0 had been released ?

Anyways, nice to see Staves of Warding more useful. Previously, I would always ditch them. Now, I'll change my mind.

Given that I have very high affinity for Greatswords, I'll be seeing Momentum in action anyday.

Last edited by HugoTheGreat2011; January 3, 2013 at 17:27.
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