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#51 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,463
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I meant if you didn't move last turn. It would be a different rhythm to dodge/flanking which is move every beat, this is more move on the offbeat. No real strong feeling on it, just as long as it works with controlled retreat which is pretty much the only synergy block has at the moment.
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#52 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,463
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Had a tanglethorn spawn on a staircase which maybe shouldn't be happening
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#53 | |
Apprentice
Join Date: Jan 2016
Posts: 95
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Quote:
hand axes are... terrible. i found a 5d2 one and was decided my vanilla great sword was better. 5d4 vs 3d8. and this is a best case scenario. |
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#54 |
Swordsman
Join Date: Mar 2016
Posts: 372
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Not sure this is a fair comparison. Hand axes are one handed; you can use a shield. You might as well say that great swords obsolete longswords.
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#55 |
Swordsman
Join Date: Mar 2016
Posts: 372
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In any case they're being changed for the next release because they were a bit on the broken side with smithing. They'll remain 1 lb but 4d2 base, so 4d3 with no bonuses, climbing to 4d5 with fine and Power.
If you compare either 4d5 or 5d4 with a 2d10 longsword, it should be fairly easy to see the axe has a better average without crits, a better worse case, and requires 1 strength against the longsword's 3. |
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#56 |
Apprentice
Join Date: Jan 2016
Posts: 95
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I did forget about shields. lol
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#57 |
Rookie
Join Date: Jun 2019
Posts: 21
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the handaxe is also doing ~1.5d4 extra damage most of the time because of how trivial setting up whetting on them is, you get shields, it has slightly more accuracy etc. they were really strong if built around especially as a 1lb weapon.
__________________
gwarl 09/19/2019 I can't ban ster from my roguelikes site though like all other roguelike admins have because it lets him win |
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#58 |
Apprentice
Join Date: Feb 2020
Posts: 99
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I noticed that when I start a new character on linux that the keyboard becomes unresponsive if I select "New character" by pressing "b" rather than the down arrow.
I did a search of the forum, and it sounds like this may be a known issue with Sil that someone patched in a fork a few years ago: http://angband.oook.cz/forum/showthread.php?t=8427 Any chance the fix could be incorporated into Sil-q as well? |
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#59 |
Apprentice
Join Date: Mar 2016
Posts: 54
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i never step in traps
Hi all, I'm playing both the git version and 1.4.2 and I somehow always notice traps and never step in them. Seems really odd, any ideas? Thanks!
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#60 | |
Swordsman
Join Date: Mar 2016
Posts: 372
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Quote:
At some point traps may undergo some sort of overhaul; as it stands they're not good game design and I've found making them more or less harmless to have few downsides. Making them viable would I think require either allowing enemies to be affected by them (Brogue does this very well) or giving thematic clues that let the player know they're in an area where traps could occur. Last edited by Quirk; April 6, 2020 at 14:08. |
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Thread | Thread Starter | Forum | Replies | Last Post |
Sil-Q 1.4.1 release | Quirk | Sil | 47 | May 9, 2019 20:29 |
Sil-Q 1.4.1-beta release | Quirk | Sil | 9 | November 18, 2018 07:47 |
Sil-Q official release | Quirk | Sil | 13 | August 21, 2018 02:10 |
Sil-Q nearly official release | Quirk | Sil | 10 | June 26, 2018 16:37 |
Sil-Q new release | Quirk | Sil | 12 | March 2, 2018 23:08 |