![]() |
#1 |
Swordsman
Join Date: Mar 2016
Posts: 265
![]() |
Sil-Q new release
Been a while, so making a new thread. Have been out a while and somewhat ill so apologies if this is less polished than previously; it should be more polished since bugs have been fixed etc but please let me know if you encounter anything game-breaking.
Release is at: https://github.com/sil-quirk/sil-q/r.../tag/v1.3.2-q2 Notes: A few bugfixes, a few tweaks, some new toys. Perhaps the most exciting new toy for some will be the addition of the [ and ] key bindings - these show all objects and monsters within line of sight or on screen. Smithing has lost Song of Aule, but has gained more abilities to put on artefacts, cheaper slays, resists, damage and protection, and negative effects now act to discount standard ego items. This is a further attempt at making Smithing more viable in the mid-game and less broken in the end-game. Coup de Grace has moved to Stealth; given the first Morgoth kill was a stealth character, it could be seen as odd that this is effectively powering up Stealth. I suspect though that the larger factors in that victory were the Smithing and the Songs and the new skill would not have made a huge difference; this may make more combat-oriented stealth more viable. Melee characters have a couple of powerful new toys in Anticipate and Song of Valour. Morgoth has been buffed a little to compensate. There are new artefacts, a new curse and a new effect. Also a new spider. Bugfixes:
Tweaks:
New toys:
|
![]() |
![]() |
![]() |
#2 |
Apprentice
|
Glad you did this now, rather than a couple of days later. I'm just putting the last touches on the revised Gervais graphics files. Are the spider and the artefacts of Betrayal the only new items to be displayed?
|
![]() |
![]() |
![]() |
#3 |
Adept
Join Date: Oct 2013
Posts: 233
![]() |
Nice! Played a few (very short) games, some initial thoughts:
Smithing - Still think Smithing is a lost cause and the entire tree should be replaced, but the changes seem for the better. - Changing/replacing all curses to work from the inventory (like Danger) could open up some interesting avenues (maybe in conjunction with some curse-effect-suppressing shenanigans from the will tree). - I've mentioned this before, but reworking statgaining through items and forbidding +smithing items to remove smithing kit strategies still seem prudent. Songs - Love your song concepts, but is still apprehensive to actually test them out ingame. I believe the song tree would be much more interesting if songs were learned automatically from leveling up the skill alone, with abilities providing extra perks. At the moment having a large repertoire is actively penalized by the rule system which is a bit counterintuitive imo. - Alternatively, have each race come with their own repertoire of songs which they learn as they level up song, with access to the other races songs (including enemy ones) gated behind abilites. Some songs could be shared between races but named differently - eg Song of the Trees/Song of the Sun/Song of the Hearth for Elves/Humans/Dwarfs respectively. The races could do with some extra differentiation imo. - Song of Delvings could allow the PC to tunnel without a mattock at a high enough song level (unless it already does)? Abilities/items - Not crazy about Coup the Grace since it bypasses other game systems (Sil systems being simple and interlocking is what attracts me to them). Also a bit weird in that it's not as much a backstab/stealth ability as much as a flat (and large) amount of damage to each and every enemy encountered. - How does cheat death work? Does the item shatter as it activates or is there a hidden cooldown? - Anticipate. Eh. Wasn't it you that mentioned once that rerolls make a mess of calculating odds? Maybe as a flat bonus to hit coupled with lowering the enemy critical defense number? Could probably be folded into song of challenge somehow since that's the main gimmick unless you luck into/smith wrath artifacts. - Love the new curse. Very tolkien-ish. In fact, I think this should replace the generic sticky curse for vanilla cursed items and give them +(),[] instead of maluses. Ruin should come with the promise of power. Monsters - Really liked the new spider; especially how it works around being kited as a slow monster. |
![]() |
![]() |
![]() |
#4 |
Swordsman
Join Date: Mar 2016
Posts: 265
![]() |
Yes, I think those are the only changes; Amulets of Adornment are Amulets of Last Chances now but it won't make any difference to the icon.
|
![]() |
![]() |
![]() |
#5 | ||||||||||
Swordsman
Join Date: Mar 2016
Posts: 265
![]() |
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Thanks! It was fun trying to make something a little different. |
||||||||||
![]() |
![]() |
![]() |
#6 |
Apprentice
Join Date: Jan 2016
Posts: 84
![]() |
it doesn't make sense to me that taking enchantment lets you id enchanted gear but jeweler doesn't let you id jewelry. also i think the dex point could have stayed where it was and coup de grace take the 10 slot. i don't think many people took it before; no reason to make it less accessible. overall though, i really like the changes you've put into the game.
also i really like infinitum's idea of learning all songs automatically,with abilities buffing them in some way. e.g. you could bring back unwavering voice, or roll silence and lorien into one song but you need the ability to put enemies to sleep. |
![]() |
![]() |
![]() |
#7 |
Swordsman
Join Date: Mar 2016
Posts: 265
![]() |
|
![]() |
![]() |
![]() |
#8 |
Apprentice
Join Date: Jan 2016
Posts: 84
![]() |
staves of self-knowledge reveal no information about amulets of last chances, as if they are still adornment.
it quickly becomes cheaper to make a ring of protection than a ring of evasion of the same tier. a ring of evasion [+2] has a difficulty of 16, while protection [1d2] has one of 14. i noticed in an earlier version (release 6?) that perception checks became easier. but in this release they reverted to the same difficulty. but perhaps i imagined this. |
![]() |
![]() |
![]() |
#9 | ||
Swordsman
Join Date: Mar 2016
Posts: 265
![]() |
Quote:
Quote:
Perception checks haven't changed since the earlier version - they should still be easier than before. |
||
![]() |
![]() |
![]() |
#10 |
Adept
Join Date: Oct 2013
Posts: 233
![]() |
Oooof yeah this effectively makes my favourite (+2,2d5)[+2] Mithril Longsword with sharpness/danger unmakeable. Guess my smithing builds are back to 4 points + jeweler and no investments past that.
|
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Sil-Q release 5 public service announcement | Quirk | Sil | 2 | November 16, 2017 00:54 |
First release | Quirk | Sil | 18 | November 14, 2017 23:45 |
Nethack release! (not) | Nick | Idle chatter | 5 | December 8, 2015 16:16 |
Sil: What are your favourite features of Sil? | half | Sil | 25 | April 30, 2014 07:41 |
Bugfix release for 3.2? | Timo Pietilä | Development | 69 | April 14, 2011 21:59 |