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#111 |
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Scout
Join Date: Apr 2012
Posts: 34
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Just downloaded Sil a couple days ago and I'm really enjoying it so far. Among the many roguelikes I've spent time playing, Sil shines as a truly unique jewel, in both the simplicity and the depth of its gameplay.
Anyway, I started an account to offer some comments:
I hope my criticisms above weren't too negative. Sil is a really promising game, and I'd love to see it improve further! *EDIT: I guess the bug in the first bullet point was already pointed out in the 1.0.1 thread, and the feature proposed in the second bullet point has been in the game the whole time. Oops. Now all that's left is my opinionated rant.
Last edited by WaveMotion; April 26, 2012 at 11:09. |
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#112 |
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Angband Devteam member
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This is nothing to do with Sil and is a fundamental limitation of the angband game engine - the structure that holds the level data is also the data shown on the map - there is no separate data structure for what the player can see or sense or has previously known about. (The lighting code is done completely separately.) So it is not currently possible to avoid showing out-of-LOS terrain changes, though it is a long-term goal for V.
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#113 | |
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Knight
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 583
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Quote:
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#114 | |
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Swordsman
Join Date: Apr 2007
Location: Berkeley, CA
Posts: 491
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I'm not much good at Sil, never have made it past 650 feet or so, but I'll still vouch that violet molds have not enriched my Sil experience ![]() Edit: More on the arrow trick: I do appreciate non-obvious survival strategies as much as the next person, and they add to the game; but this particular one seems very labor-intensive on the part of the user, and I don't think game design should encourage that sort of thing in order to play optimally. Sil is generally very good about encouraging no-nonsense gameplay and I like that very much. Last edited by Djabanete; April 26, 2012 at 12:17. |
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#115 |
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Scout
Join Date: Mar 2012
Posts: 38
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Excellent work
I have to say, as long as I've been playing roguelikes, I don't think any one of them has impressed me so much as Sil. Everything is clean and simple, and the game is delightfully cruel. That's exactly what a roguelike should be.
Doing away with character classes, my favorite element of an RPG, turns out to be my favorite part of Sil. There are so many potential strategies, I'm almost exited to die, as it give me an opportunity to try something new. Thank you for giving the world this wonderful game! |
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#116 |
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Swordsman
Join Date: Nov 2008
Posts: 377
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I too hate violet molds but the easiest way to deal with them is to get keen senses a little sooner and/or invest a couple points in will.
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My first, and (so far) only winner: http://angband.oook.cz/ladder-show.php?id=10138 |
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#117 |
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Apprentice
Join Date: Jan 2012
Location: Mid-Atlantic, U.S.
Age: 30
Posts: 76
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Violet molds are pitifully annoying. But, the !CON and Herbs of Restoration showing up later make up for it, in my experience.
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#118 |
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Apprentice
Join Date: Jan 2012
Posts: 52
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Violet molds are annoying, yes, but they make for some interesting early choices. Invest in smithing for a better light source and/or "con for the sustain? Keen senses? Pure combat and take your chances on avoiding them or finding con or restoration before you get into anything too nasty? Sil is all about non-trivial choices. Having a few of them early makes for a better game.
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#119 | |
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Knight
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 583
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I've been doing the arrow trick as well + avoiding dark rooms -- lets me save on XP while still avoiding the molds. |
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#120 |
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Apprentice
Join Date: Jan 2012
Location: Mid-Atlantic, U.S.
Age: 30
Posts: 76
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The only other thing that I can think of is a Brass Lantern of Brightness, depending on if you meet the requirement to make it.
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