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Old Yesterday, 02:11   #51
Quirk
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Anyway, to avoid getting too derailed into a discussion of bluntness: what's coming next?

I have my Smashing Blow replacement ready to go with the next release; it's called Coup de Grace, and lets the player instantly kill on attack monsters with health lower than the player's strength + dexterity (this is a tiny bit awkward, but somewhere in the 6-12 range is where this is good without being too good; below that it's sort of underwhelming). This allows for a little more planning in tight combat situations, and has some utility against weak but hard to hit enemies.

Several bug-fixes are in, some from ebering-sil, one new.

Crowns, sceptres and daggers are now more likely to be special.

I'm probably going to work on making skeletons searchable like chests next. I'm contemplating making some rather terrible but probably better-than-nothing armour (e.g. Rusty Helm, [-1, 1d1]) that can be found on them in early levels; there's some room for manoeuvre at the weakest end, and this has more utility than Broken Swords). I'll listen to some opinions on this, and then either make them give typical level drops, or low-quality items with a chance of better drops.
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Old Yesterday, 11:28   #52
Infinitum
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I personally don't find strictly worse items all that interesting, but yeah worn/rusty armour pieces could prolong the meaningful drops phase of the game, no reason not to go for it. Removing Mewlip maprot is an easy change that people like to complain about, as is trap doors/acid traps.

Personally I don't think traps are all that sensical or interesting to begin with, and would could see perception being used for more interesting stuff but removing them is a pretty major change (conceptual, if not gameplay-wise).
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Old Yesterday, 11:50   #53
Serephina
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Rusty items to help smooth out the first 100' would be great; a lot of early game survivability is finding any old piece of trash to strap to the naked player's body.
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Old Yesterday, 13:11   #54
Quirk
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Quote:
Originally Posted by Infinitum View Post
Personally I don't think traps are all that sensical or interesting to begin with, and would could see perception being used for more interesting stuff but removing them is a pretty major change (conceptual, if not gameplay-wise).
I agree and am probably going to in the short term boost Perception against traps.

I have more major changes to level generation in mind though which should make for a more balanced approach in the longer term. To explain briefly the notion is to make Angband more fortress like, adding new terrain features (benches, windows?) so it has barracks and slave pens and mines and cave systems infested with spiders... and the new concept for traps would be that you would have have very easy Perception checks when entering an area where the floor and ceiling are unstable or when spiders are hiding in webs above you to let you know harder checks are coming. You would get a message like "You notice thick cobwebs far above you" or "The timbers holding up this mine shaft look old and rotten" and that would indicate the need to proceed with caution; there should always be other options - at worst backtracking to the stair you came down - but it would also indicate the kind of traps you were facing. Traps of the same type would cluster to some degree. In more inhabited portions of the fortress traps should be strategic - guarding armories and places of interest - and designed to confuse or poison or slow.

However rewriting level generation is a big job and I want to finish off balancing Sil as it is first. Making everything useful in some niche is the first priority; rebalancing the throne room experience for combat characters to make Slaying more optional is next on the list. Smithing will get some patches for now involving folding in Artistry for free to make it a bit more useful in a less U-shaped fashion, but a complete overhaul probably will wait until I am redesigning fortress Angband to feel more like an Evil Dwarf Fortress; most items found will then be of local manufacture, weapons captured from men and elves will be rarer and Smithing will give readier access to these.

Not everyone will necessarily want to follow on the full journey but my ambition is to start with a smoother Sil experience so hopefully people can find a build they like; and if there is a split between traditional Sil and more simulationist fortress lovers I can hopefully maintain both versions in parallel.
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Old Yesterday, 13:12   #55
Quirk
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Quote:
Originally Posted by Serephina View Post
Rusty items to help smooth out the first 100' would be great; a lot of early game survivability is finding any old piece of trash to strap to the naked player's body.
Thanks. I know you don't like all my changes, but I appreciate you give both positive and negative feedback.
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