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Old April 9, 2013, 14:26   #21
Starhawk
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Quote:
Originally Posted by andrey View Post
+1, Orcs sound great. They could have melee mastery, archery penalty and perception penalty.
And of course, you could model the pesky orc archer with a second 'house' if you wanted...
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Old April 9, 2013, 15:43   #22
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Quote:
Originally Posted by Starhawk View Post
And of course, you could model the pesky orc archer with a second 'house' if you wanted...
If you're going to do this, you might as well go all the way and make a reverse-Sil variant, where Morgoth's minions are trying to invade Valinor or something Have maybe trolls, orcs, cats and werewolves as races w/ their own houses.

"You land on shining shores, bereft of all possessions." And go from there

Hmmn....
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Old April 9, 2013, 16:10   #23
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Quote:
Originally Posted by debo View Post
If you're going to do this, you might as well go all the way and make a reverse-Sil variant, where Morgoth's minions are trying to invade Valinor or something Have maybe trolls, orcs, cats and werewolves as races w/ their own houses.

"You land on shining shores, bereft of all possessions." And go from there

Hmmn....
Oh, to be an invisible cat assassin...

The hard part with that reverse variant would be coming up with enough kinds of "good guy" monsters, I think.
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Old May 10, 2013, 22:31   #24
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Quote:
Originally Posted by andrey View Post
+1, Orcs sound great. They could have melee mastery, archery penalty and perception penalty.
It doesn't sound like Sil at all. Regarding Sil less is more - less items, less races, less monsters, less magic = best roguelike I have played so far.

You already can play with starting STR 4 (Naugrim or House of Hador) or if you are really extremely one-sided 5. Isn't that enough?
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Old May 12, 2013, 20:19   #25
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Quote:
Originally Posted by taptap View Post
It doesn't sound like Sil at all. Regarding Sil less is more - less items, less races, less monsters, less magic = best roguelike I have played so far.

You already can play with starting STR 4 (Naugrim or House of Hador) or if you are really extremely one-sided 5. Isn't that enough?
Some two-handed swords weigh 7-10 lbs. And you can always get momentum.
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Old May 12, 2013, 21:24   #26
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Some two-handed swords weigh 7-10 lbs. And you can always get momentum.
yeah, those weapon weights made a lot more sense when it was 1.5lb per point of str per damage side. Also I think knockback used to depend on weapon weight, I'm not sure if it still does?
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Old June 1, 2013, 06:21   #27
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A very minor suggestion: I think Song of Slaying should always give at least a +1 bonus to hit. Right now, it starts at zero and doesn't have any effect until after you kill something. I think it should have an immediate +1 effect. I'm *not* saying that the bonus should be increased by one across the board, just that it not be zero. i.e. "bonus=max(bonus,1)"
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Old June 3, 2013, 10:02   #28
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Thanks for the ideas everyone. I'm busy enough at the moment that I don't have time to individually reply to many of them or to do any coding, but I do read them all and either note down the ideas I want to include or the links to the threads for when I have more coding time.
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Old November 25, 2013, 17:29   #29
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I'd like to request that a very small percentage of monsters be anomalies to their typical ai routines. Or, in other words, I would like to see the occasional hold-your-ground archer, cowardly troll, non-territorial spider, always-barge-in orc, etc...
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Old November 25, 2013, 20:41   #30
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Non-territorial sword spiders would be walking (er, make that sprinting) death machines...
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