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#1 |
Knight
Join Date: Jan 2009
Posts: 909
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Sil 1.0.1
I've just released Sil 1.0.1
It is mainly a bug fixing release, and its main feature is probably that it should allow Pav to get the ladder working properly. It should be savefile compatible with 1.0 but I would recommend making a copy of your savefile before loading with 1.0.1 just in case there is a bug that I haven't spotted with the conversion. Here is the full change list: Code:
- interface - corrected the keypad in the (?) screen - made Angband-like keyset use (+) instead of (/) - brought back the (M) map command due to popular request - using torches and lanterns now refuels your current one by default (if you are already wielding one) - if you want to swap torches/lanterns, just remove the existing one first - it now warns you about overfueling - display - added a 'Score' line to the character dumps to help with the Angband ladder - made the combat rolls window more compact and more flexible - removed monster health, alertness and morale info for the target if out of sight - fixed display of "Mindless" - fixed display of hits doing 10 damage - stopped printing an empty description for one handed weapons - added weights of weapons to character dumps - fixed display of dates - now shows artefacts' abilities in the Artefact info screen - now tags the finding of an artefact with the level you identify it on - but *also* shows the level it was found on if that was different - no longer tells you that you didn't enter a greater vault if you didn't discover the vault - but you still can never find that vault again - now displays the correct depth for the note about missing a greater vault - instead of the new depth you went to from that level - adds a small screenshot to character dumps for dead characters - potion of true sight now gives (temporary) resistance to blindness - reduced the Will of cat-type creatures - making them more vulnerable to being put to sleep/terrified - abilities - fixed the second prerequisite for Strength (to Knock Back) - made the Song of Aule cost only 1/3 of a point of voice per turn - the Song of Freedom now disarms and unlocks chests - the Song of Freedom now has all its difficulty levels in skill checks reduced by 5 - items - added Lesser Jewels - fixed a bug where items with different prot values could be stacked together - fixed a bug where weapons of Fury gave Knock Back instead of Whirlwind - and daggers of accompaniment gave Rapid Attack instead of Two Weapon Fighting - allows {special} items to stack before being identified if they have the same type - most useful for found stacks of {special} throwing items - staves of revelations now work in the Throne Room (if you get one there, good luck to you!) - artefacts - some minor changes to rarity and to the artefacts themselves - monsters - decreased the evasion of the Cat warrior family of creatures by a small amount - traps - change "trap doors" to "false floors" - trap doors are a bit too comic in flavour - the effect is basically the same - tweaked to avoid ever killing characters with the damage - staircases - no longer take 100 turns of food and game clock - the forcing downwards time limits still avoid the infinite levels problem - the 'stair-scumming' problem of going up and down repeatedly is now avoided with trapped stairs - trapped stairs - there is a chance that the stairs give way beneath you like a trap door / false floor - this chance is miniscule or even zero in normal play - but it goes up the more you use the stairs in quick succession - attempts to stairscum will quickly lead to being injured on a level with no escape - we think this is pretty difficult to abuse.. Last edited by half; January 18, 2012 at 01:17. |
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#2 |
Knight
Join Date: Jan 2009
Posts: 909
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Pav, the character dumps now have a line near the bottom which says (for example):
['Score' 010097864] The number is to be used to sort the characters on the ladder (in exactly the way the game sorts them internally). Scores above 41,100,000 are winners. If you can print the House of the character after the Race, just as you would print the Class in other variants, that would be great. Ideally the existing characters can be brought into line with the new scores, but I'm not sure if this is too much work. If it is possible to do, you can calculate their 'score' by doing: maxdepth * 1,000,000 + (100,000 - turns) Where maxdepth is the 'max depth' column which goes from 1 to 20. Even just the maxdepth * 1,000,000 will be a good approximation if it is possible and the full formula is too hard. There are a couple of other components, so this won't work perfectly, but it will help a lot! I think the only characters it won't sort properly are those who have already got a Silmaril. I can calculate their 'scores' and send them to you if that helps. |
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#3 |
Knight
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I was poking around in my Sil 1.0.0 folder to get my savegame out before installing Sil 1.0.1, and I happened to peek into the lib/xtra/graf folder... imagine my surprise when I found TilePicker.html! I remember creating that... and finding that it stopped working after some browser updates! :P
edit: hmm, I think I found a bug in 1.0.1... the 16x25 font doesn't work anymore; choosing it blanks the window! edit2: I just noticed that Sindar get +1 GRA, but then the ONLY subrace option (of Doriath) gets an additional +1 GRA... wouldn't it make more sense for Sindar to get +2 GRA, so as to represent the race more accurately to players who haven't selected one yet?
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You read the scroll labeled NOBIMUS UPSCOTI... You are surrounded by a stasis field! The tengu tries to teleport, but fails! Last edited by ekolis; January 18, 2012 at 04:00. |
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#4 | |||
Knight
Join Date: Jan 2009
Posts: 909
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Quote:
Quote:
Quote:
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#5 |
Knight
Join Date: Dec 2007
Location: Poland, Katowice
Age: 30
Posts: 589
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Still no auto-more? :3
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If you can convincingly pretend you're crazy, you probably are. |
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#6 |
Swordsman
Join Date: Jan 2012
Posts: 414
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On Windows, both 16x25 fonts work for me -- but I did have a problem with some previous version updates where some fonts stopped working. Restarting my computer seemed to fix the problem, which didn't recur. Does this work for you?
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#7 |
Knight
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Oh, hey, thanks, rebooting did fix it! I guess the game or Windows or something was trying to use a cached version of the font (I'd been using it in Sil 1.0.0) but since the file had been deleted and replaced somehow it got stuck in limbo?
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You read the scroll labeled NOBIMUS UPSCOTI... You are surrounded by a stasis field! The tengu tries to teleport, but fails! |
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#8 |
Knight
Join Date: Jan 2009
Posts: 909
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I'd forgotten about this. It is much less of a problem in Sil, as players and monsters only get one attack per round each in most cases (monsters with two attacks do one of them 2/3 of the time and the other one 1/3 of the time). Is it still a big problem? I'd like to help my players, but I'm resistant to adding too many options, so could all people who want this speak now and I'll see if it is worth it.
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#9 |
Apprentice
Join Date: Oct 2011
Location: Selma, CA
Posts: 77
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I'd like to have it - I've already lost at least 3 characters to button mashing, when I wasn't expecting a (more) to pop up.
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You should save my signature. It might be worth something someday. |
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#10 |
Swordsman
Join Date: Apr 2010
Location: Washington state USA
Posts: 460
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I just tried Sil and I like it a lot. It feels dangerous....
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