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#91 |
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Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 37
Posts: 724
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Talking of game over, I had this horrid situation recently...
Code:
# # #M# #@# #+# The shadow spider (M) could not be seen even before I was blinded by it The door (+) is locked Without foolproof trap detection it is a pretty much unavoidable death situation. I did manage to free myself from the web eventually using the ',' key (as I could not step in either direction), but I was dead before I got the door open. |
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#92 | |
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Swordsman
Join Date: Jan 2009
Posts: 460
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Quote:
Anyone else care to weigh in on whether they are good or bad in their present form? I'm certainly inclined to leave them as is for now. |
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#93 |
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Swordsman
Join Date: Jan 2009
Posts: 460
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Yeah, that is pretty nasty. Any suggestions as to what to do about it (if anything)?
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#94 | |
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Swordsman
Join Date: Apr 2010
Location: Washington state USA
Posts: 405
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Quote:
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#95 |
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Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 37
Posts: 724
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#96 |
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Swordsman
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 420
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Yeah, for example I had that happen in one of the mazes with a distended spider, who are usually slow, territorial and dangerous. I had no chance, considering my build was stealth, smithing(I made 3 +2 stealth items in the first forge) and a bit of melee/evasion.
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#97 | |
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Swordsman
Join Date: Jan 2012
Posts: 252
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Quote:
I've had a similar, in some ways nastier situation where I was chased down a corridor into a web and the spider appeared in front of me. This one wants an item to get you out of the web quickly, and then you still have to fight, unable to take advantage of the fact that spiders are territorial. It's more avoidable in that you can try not to enter new corridors with enemies following, but it is a bit mean. I guess that disallowing webs in corridors would make get rid of both of these issues, but it might be a bit too generous. If any traps are disallowed in corridors, I'd be inclined to put false floors in that category too, since they can effectively disconnect a level. On the other hand, both false floors and webs in corridors have powerful flavour. |
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#98 |
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Knight
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 584
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Is there any kind of debug-switch or wizard-mode I could use to test out all the smithing options? I'd love to be able to basically have 99 skills + all smithing abilities enabled (even just in browse mode) just to develop some plans for specific builds.
I've tried creating characters with all skill pts invested in smithing and then sprinting madly for the 2nd forge (I even have a save of a character who survived the trip), but even that limits my options by quite a bit. |
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#99 |
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Swordsman
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 420
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How do you suggest I get out of this situation
Code:
#.# #M# #@# ### |
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#100 | |
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Apprentice
Join Date: Jan 2012
Location: Mid-Atlantic, U.S.
Age: 30
Posts: 76
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Quote:
Last edited by HugoTheGreat2011; April 19, 2012 at 07:09. |
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