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Old January 4, 2014, 01:07   #11
Patashu
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Hey half, I want to play this but the windows download is corrupt. I get this error message:

7-zip

Can not open file 'C:\...\Sil-120-Win.zip' as archive

And WinRAR says 'unexpected end of archive'

Btw, these are the only changes I dislike:

- weights
- randomised weights for weapons and armour are now less fine grained (via mpa-sil)
- they come in multiples of 0.5 lb instead of 0.1 lb
- other weights tweaked a bit to match (e.g. potions from 0.4 lb to 0.5 lb)

* I loved being able to have fine grained weights. It made each item you find feel different rather than manufactured, and it was fun to min-max it just that much more. But I guess it won't be a huge deal

- removed "always pickup" and "prompt before picking things up" options
- the former let you get free turns and wasn't really any easier than manual pickup
- (since you want to pick up less than half of things and need a keystroke either way)
- the latter was only needed with the former

* Only because it means you now have to manually auto-pickup ammo (unless there's a special case for ammo? Then I'm OK with it, it was fiddly for toggling autopickup to be optimal)

- you no longer gain double experience for finding artefacts and unique monsters
- it was a bit unnecessary...

* This was a little thing that I enjoyed. It made finding an artifact or killing a unique that much more exciting, whether it was just a psychological thing or not. Other people might agree.

Everything else looks great.
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Last edited by Patashu; January 4, 2014 at 01:29.
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Old January 4, 2014, 02:47   #12
taptap
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It works fine in my Windows XP in Virtual Box, but still the same odd errors (only with me apparently) in my MacOS since I updated at the beginning of December.

Some changes are really cool, the monster abilities in particular. Trolls are much more noticable. If Dagorhir has a sufficient number of elves killed before, his Elf-Bane will be wonderful. And cats will be really scary with exchange places - suddenly waiting in a corridor doesn't look like a bright idea anymore, but I am not deep enough yet.

I am not too fond of the changed weights, but it was all discussed already with regard to marvinpa-version: Harder to identify artifacts by metalore now, difficulty jumps for light weight weapons (you can't settle for 1.1 lb when you lack skill for 1 lb) and no 0.9 lb "quick" weapons designed for rapid attack anymore.

Last edited by taptap; January 4, 2014 at 10:15.
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Old January 4, 2014, 04:12   #13
kryft
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Yay!

I can't think of anything that I dislike in the change list, and many of the changes are exciting. I like the weight change.
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Old January 4, 2014, 04:16   #14
locus
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I agree that there's no reason to take away the bonus XP from uniques and artifacts. They're cool, so why not make them mechanically special?

The other changes look neat.
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Old January 4, 2014, 04:39   #15
locus
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Quote:
Originally Posted by Infinitum View Post
I can't get it to work though? Unzipped the file in my downloaded files directory and tried to open the Sil exe in the folder - all I get is a bunch of black windows that don't respond to input. Do I need to unzip it directly in the c:\ directory or something?

Using Windows 7 home premium, 64-bit (6.1, build 7601).
I am having this problem as well.
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Old January 4, 2014, 06:38   #16
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I feel bad for orc champions. Strength in adversity might be a neat ability for them
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Old January 4, 2014, 07:10   #17
Fendell Orcbane
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I'm using Mac OSX 10.9.1 and the arrow keys aren't working in the character creation screen : (
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Old January 4, 2014, 07:15   #18
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Wow, good work on making the undead a more important part of the game. Really good stuff on that front...
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Old January 4, 2014, 08:09   #19
Scatha
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Quote:
Originally Posted by Infinitum View Post
I can't get it to work though? Unzipped the file in my downloaded files directory and tried to open the Sil exe in the folder - all I get is a bunch of black windows that don't respond to input. Do I need to unzip it directly in the c:\ directory or something?

Using Windows 7 home premium, 64-bit (6.1, build 7601).
This is probably a font-caching issue that we've seen before on switching versions. If you reboot, I expect it will work; alternatively you could change the fonts.

Let us know if that doesn't work.
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Old January 4, 2014, 08:16   #20
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Quote:
Originally Posted by locus View Post
I agree that there's no reason to take away the bonus XP from uniques and artifacts. They're cool, so why not make them mechanically special?
There are two reasons here:

(i) The usual decaying experience means that anything there's only one of is already mechanically special, and rewards the player more than a regular monster/item. Having a second mechanism to do what falls out of the system so naturally is a little inelegant.

(ii) They were contributing to an experience-flood towards the end of the game for some characters. This was an opportunity to nudge the balance there without too much effect on the early and mid game.
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