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#141 | |
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Knight
Join Date: Aug 2009
Posts: 513
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#142 | |
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Adept
Join Date: Jan 2008
Posts: 164
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#143 | |
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Swordsman
Join Date: Jan 2012
Posts: 252
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The analysis on the value of extra points of melee looks roughly accurate at the low end, but it's a bit better than that at the high end, since it increases your chances of getting criticals.
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Things stood like that for quite a while during development, but we realised that very high evasion was still too strong. We've now taken another step, of further differentiating opponents. Although there are increasing returns from evasion against each foe, there are some monsters against whom it never does that much (there are various situations in which your evasion is halved, and some ways to die which ignore evasion altogether), so there's some pressure to diversify. I think our ideal is that an extreme evasion strategy should be just about workable, but not the strongest (and definitely not far-and-away the strongest). Based on characters on the ladder we seem to be approximating that reasonably well, but if you can demonstrate that evasion is still too good I'd love to know and we'd be happy to consider further changes. |
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#144 |
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Adept
Join Date: Jan 2008
Posts: 164
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Sil bug: If you are holding a shield and no weapon, your inventory is full and you choose to wield a two handed weapon, the game notifies you that this will drop your shield from your inventory (even though it won't)
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#145 | |
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Knight
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 584
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I've had up to 30 evasion before, and I was still getting hit often enough to make things scary. I would argue that high stealth is more "broken" than high evasion, because you can basically skip entire threat groups (holes in your resistances, effects that you didn't know monsters had, etc). I played mostly stealth characters in the beginning of my Sil time, and once you've got the pathing patterns of monsters down pat, you're pretty set. That's one skill for the player to develop. If you're facing monsters head on, though, you need individual strategies to handle all the weirdness that will ensue. Plus enough experience to know how to behave when they interact... cool stuff, I think
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#146 |
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Adept
Join Date: Jan 2008
Posts: 164
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How to always get free hits (on normal speed monsters) with Sprinting:
Note: This technique should only be used when you are really, really, really afraid of getting hit by what's behind you but need to kill it. There's a hidden state variable in Sil, which is 'how many turns you've spent in sprint modulo 3'. Every third turn no normal speed monsters move and the counter resets. The counter is kept across different sprints. Demonstration of this mechanic: 0 Step - Now says fast 0 0 Sprint 1 1 Sprint 2 2 Sprint (nothing moves) 0 0 Breaksprint - No longer says fast 1 1 Step - Now says fast 1 1 Sprint 2 2 Sprint (nothing moves) 0 0 Sprint 1 1 Breaksprint - No longer says fast 2 2 Step - Now says fast 2 2 Sprint (nothing moves) 0 0 Sprint 1 1 Sprint 2 2 Breaksprint - No longer says fast (nothing moves) 0 So: -If your sprint ended on the free move, take 2 moves before striking next sprint -If your sprint ended one after the free move, take 1 move before striking next sprint -If your sprint ended two after the free move, strike immediately next sprint And since it takes 4 moves for 'Fast' to appear: -If your sprint ended on the free move, run for 6 moves then strike -If your sprint ended one after the free move, run for 5 moves then strike -If your sprint ended two after the free move, run for 4 moves then strike |
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#147 |
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Adept
Join Date: Jan 2008
Posts: 164
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Sil bug while doing the tutorial:
You hit the Orc soldier!! Your Shortsword strikes truly. You recognize it as a Shortsword of Orc Slaying (+0,1d7) [+1]. You hit the Orc soldier... Your Dagger of Accompaniment strikes truly. You recognize it as a Dagger of Accompaniment (+0,1d5). |
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#148 |
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Adept
Join Date: Jan 2008
Posts: 164
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How shadow casting creatures work:
Anything that emits light or shadow emits it with this distance function: longer distance + half shorter distance (rounding down) Code:
...33.. ..2223. .211123 .21@123456789 ..11123456789 ...223456789 ...334456789 ...44556789 ...55667789 ...6677889 ...778899 ...8899 ...99 If a tile is lit up naturally, it starts at 1, else it starts at 0. 1) Cast the player light You cast a light level of (your radius + 1 + (1 if Inner Light is learned)) on your own tile, and for each shell outward subtract 1 until you reach the end of your radius. For instance, if you have a brass lantern and helm of brilliance you have a radius of 3, so you cast light levels in your radius like so: Code:
4321 3321 221 11 Code:
5432 4432 332 22 Monster lights are cast the same way your light is, except if their light is negative they subtract it instead of adding it. Items also cast light if they're of brilliance, slaying (with their slay present) or if they're feanorian lamps/lesser jewels/silmarils. Shadow cloaks cast darkness. (Do lanterns of shadows cast darkness? I think the answer is no) Shadow radiuses for monsters are as follows: -1: Shadow worm mass, Spider of Gorgoroth -2: Shadow mold, Lurking horror, Shadow bat, Shadow spider, Creeping horror, Amethyst serpent, Lungorthin, the Balrog of White Fire, Shelob, Spider of Darkness, Gothmog, High Captain of Balrogs -3: Ancient amethyst serpent, Gwathrauko -4: Ungoliant, the Gloomweaver So a shadow worm mass casts the following shadow, subtracting these numbers from the light levels of every tile: Code:
21 11 Code:
321 221 11 3) Can you see the tile now? If it is 0 or less, you CANNOT see it. If it is 1 or higher, you CAN see it. For example the shadow mold in the tutorial can barely be seen standing next to it with song of the trees: lit room (1) -3 (shadow mold is -2 radius, so -3 on itself) +3 (you're +3 radius no inner light, so +3 next to you) = 1 (you can see!) A true expert of the tutorial will ignore that he has song of the trees, grind just enough exp to get inner light and use his orc slaying sword with an orc archer to get 1(radius)+1(inner light)+1(orc slaying light) = 3 while standing next to the shadow mold and thus light it up ![]() 4) Formula for seeing lone shadow creatures Call the shadow radius of the monster S If you have inner light and are in a lit room, S light radius is enough If you are in a lit room OR have inner light in an unlit room, S+1 light radius is enough If you are in an unlit room without inner light, S+2 radius is enough Don't forget about Song of the Trees (adds 1 light radius per 5 song score), Staves of Light, Bows of Brilliance or crafting <foo> of brilliance if you need more light! Secret techs for combatting shadow monsters (all of these work): -Wielding slay foo weapons for the extra light when their target is around -Dropping items of brilliance/slay foo/permanent light sources around you or under you to add to the light level -Luring light bearing monsters to where the shadow casting monster is Last edited by Patashu; June 29, 2012 at 07:12. |
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#149 | |
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Knight
Join Date: Aug 2009
Posts: 513
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Also, low values of skills are completely useless. |
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#150 | |
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Adept
Join Date: Jan 2008
Posts: 164
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I can think of some uses for low skills, though: -You only need a bit of perception or will to make the relevant checks go from 'will never succeed' to 'will succeed often enough to satisfy you'. Plus, if you're only seeking a low level skill in either you can make the dip. -Getting enough forge for weaponsmithing for a bow. -Getting enough song for song of slaying. |
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