Author Topic: Sil (now at v1.1)  (Read 24900 times)

jim

  • Rogueliker
  • ***
  • Posts: 380
  • Karma: +0/-0
    • View Profile
Re: Sil released (1.0.2)
« Reply #15 on: March 16, 2012, 09:36:33 PM »
Question for the dev: do I get the best of both worlds with a bastard sword and the subtlety feat?

Scatha

  • Newcomer
  • Posts: 12
  • Karma: +0/-0
    • View Profile
Re: Sil released (1.0.2)
« Reply #16 on: March 18, 2012, 02:00:36 PM »
Question for the dev: do I get the best of both worlds with a bastard sword and the subtlety feat?
No, Subtlety excludes hand-and-a-half weapons (this is explicit in the manual, but the in-game description is shorter and just covers it with "other hand free"). It isn't possible to choose to wield a bastard sword one-handed and thus get the Subtlety bonus -- it's meant to work only with the easiest to control weapons.

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Sil (now at v1.1)
« Reply #17 on: September 04, 2012, 12:17:52 PM »
v1.1

Quote
- broke savefile compatibility

- getting silmarils
   - it is now easier to cut out the first Silmaril
   - your weapon can now break on either the second or the third Silmaril
   - you no longer suffer the rapid attack penalties when cutting if you have that ability active

- elemental damage
   - for pure elemental damage (breaths and things as opposed to melee with elements)
      - you now get your resistance before your protection roll
      - used to be the other way around
      - you have always only had a limited amount of prot for such attacks
         - e.g. rings of prot, hardiness, song of staying, (& shields for fire/cold)
         - now these sources of prot actually matter a bit when you have resistance
   - added elemental vulnerabilities
      - these are very rare, and they lower your resistance by one level
      - if it is a level below no resistance, you take double damage, then triple etc.

- monsters
   - many changes, including the following...
   - balrogs:
      - added five more, giving a full complement of seven
      - they are rare, but *very* dangerous
   - giants:
      - lowered perception substantially
      - changed the colours, and flavour text and a few stats for Nan and Gilim
   - orcs:
      - improved Boldog's melee and damage by 1
      - improved Orcobal's melee and damage by 1
      - corrected 'Othrond' to 'Othrod'
         - not sure where that mistake came from!
         - gave him an extra 1 to melee to compensate him for the indignity
   - cats:
      - lowered cat warrior health by 2d4 (20%)
      - lowered Umuiyan's health by 1d4, to put him into the progression
      - moved Umuiyan from shortbow (1d7) to longbow (1d9)
      - improved the archery score of cat assassins by 2
      - lowered will substantially
   - wolves:
      - minor modifications of attack and evasion to put them into a unified pattern
      - lowered the non-unique's health across the board (to 6d4, 8d4, 10d4, 12d4, 14d4)
      - increased the health of Gorthaur and Carcharoth
      - increased the damage of Gorthaur
      - lowered the armour of wargs (from [2d4] to [1d4])
   - trolls:
      - increased health and melee slightly
      - lowered will and perception substantially
   - insects/centipedes:
      - unified health to 2d4
         - a decrease for centipedes and dragonflies
         - an increase for hummerhorns
         - these creatures gain their defence from evasion/prot rather than health
         - (also worth noting: bats are 2d4 as well, birds are 1d4)
   - spiders:
      - increased the melee and damage of Ancient Spider attacks
      - increased the melee and damage of Ungoliant's attacks
      - increased the health of most late-game spiders
      - increased Shelob's darkness radius and damage
   - molds:
      - made violet molds half as common as before
         - now a quarter as common as other mold types
   - humans and elves:
      - reduced easterling archers' archery skill by 1
      - improved easterling uniques' melee skill by 1
      - increased Maeglin's melee and evasion
   - serpents:
      - added slightly erratic movement to all of them (25% chance)
      - ancient serpents
         - removed the elemental auras
            - they were a bit confusing and too easy to force monsters to take damage
         - now have [6d4] instead of [7d4]
         - do an extra 2d4 breath damage do compensate
   - dragons:
      - can no longer make you forget the map
      - this ability is now unique to Mewlips
   - valar:
      - increased Morgoth's will and perception after you knock his crown off
         - due to him taking you more seriously as a threat
            - and the need to challenge you!
   - stone creatures no longer destroy staircases if they die on top of them
   - Shadows and Hithraukar now pass under closed doors
      - Shadows no longer pass through walls
         - there are now no invisible wall-passing creatures!

- combat
   - you now lose the stealth bonus against an enemy for the second/third attacks
     if they are woken up by the first attack
   - entrancement effects can no longer be 'chained'
      - you cannot be entranced while already entranced
      - you cannot be entranced if you haven't had a turn since last entranced
   - fixed a message bug when throwing potions

- stealth
   - monsters can now become less alert if they are out of sight and fail a check to spot you by more than 30
      - they lose a point of alertness for every point more than 30 that they fail by
      - they won't fall asleep though
   - Vanish is now implemented as a +10 bonus to this check

- abilities
   - Vanish: see above
   - you can no longer get an Opportunist attack when knocking a monster back
   - you now stop singing a song if you remove an item which was granting you that ability
   - Charge has been made quite a bit weaker, and also more interesting
      - it was by some distance the most overpowered ability, and should still be good
      - it no longer doubles your weapon dice
      - instead, your attack counts as if you have +3 Dex and +3 Str
         - a bit like an opposite of rapid attack
      - the ideal weapon for charging will thus be heavier than the ideal for normal attacks
      - also charge no longer works if you are moving slowly (at speed 1)
   - Zone of Control, Opportunist, Flanking, Controlled Retreat
      - no longer work on unwary monsters or monsters during the 'truce'
      - as this was almost always not what the player wanted
   - a few fixes to Exchange Places
      - can no longer be done unless the creature is visible (removes exploits)
      - can no longer be done from within a web/pit
      - now triggers traps if you end up in one
   - Blocking now always works against all ranged attacks (fire breath, arrows, boulders etc)
      - thanks to Angloki for the idea
      - it still requires you to pass to get the bonus against melee attacks
      - it is also now an alternate pre-requisite for controlled retreat
   - fixed some oddities in the build up of the bonus to attack for Concentration
      - i.e. it didn't work for certain free attacks you made in the opponent's turn
      - now it builds the bonus by +1 if you made at least one attack since the start of your last turn
   - Song of Aule now gives a bonus of Song/4 instead of Song/5
      - who says we're just trying to make smithing less good?
   - Crippling Shot now no longer works on critical resistant monsters

- smithing
   - made forges appear a bit more regularly throughout the dungeon
      - this should help a lot in avoiding games with too few forges
   - increased the cost of the 'speed' attribute from 25 to 30 (at Psi's suggestion!)
   - increased the cost of stat points by 20% (the base has moved from 10 to 12)
   - increased the cost of damage sides by 25% (from 12 to 15)
   - increased the cost of brands, slays, sharpness
   - no longer get any benefits for putting penalties on items
      - it seemed cool, but just lead to them being put on Gloves of Smithing an the like
      - the one exception is Danger, which leads to quite a large difficulty reduction (-5)
   - there is now a discount of 20% on the difficulties of robes, crowns, sceptres
      - they now make good artefacts...
   - you can now make all special item types including the bad ones
   - the first forge is now guaranteed to be a normal forge with three charges
      - to avoid the temptation to start-scum
   - you are now asked to confirm spending points of smithing when making a masterpiece

- items
   - fixed a bug where blowing a trumpet of blasting could *heal* you
      - if your protection was higher than the earthquake damage
   - staffs of self-knowledge now show attributes of your off-hand weapon (if any)
   - dropped permanent lights now glow properly (at some point this stopped working)
   - chest contents generation slightly simplified (more chance of jewellery now)
   - removed halberds
      - while undeniably cool, they are more a late medieval swiss weapon
      - there are still glaives (which are mentioned in Tolkien) and Celebrist is now one
      - changed the glaive stats to halfway between the old Glaive and Halberd
   - renamed: 'leather gloves' to 'gloves', 'leather boots' to 'boots', 'steel greaves' to 'greaves'
   - removed rings of attention/wrath
      - enough wrath items already, especially with our other changes
   - removed amulet of danger
      - same reason, and there is a new cursed replacement amulet...
   - removed rings of True Sight
      - there are enough other True Sight types
   - improved Mithril Helms and Mithril Greaves
      - now all mithril items are better in at least one combat attribute
      - not merely weight and ignoring acid

- {special} items
   - adjusted the depths and rarities across the board
   - added several new special item types, including cursed ones
   - made some large changes to the special items types
      - changed the single type slaying items (Orc Slaying etc)
         - most now slay two types of monster and are named for a place
         - Final Rest instead has Free Action on it
         - note that 'of Gondolin' now refers to the orc/troll weapon
            - since the blades from Gondolin in the books glowed when orcs were near
            - the old 'of Gondolin' weapons are no more, though 'of Nargothrond' is similar
      - removed (Avenger)
         - though there is a new artefact shortsword with riposte
      - added a sticky curse to (Vampiric)
      - removed 'of Brilliance'
         - these were introduced before slaying weapons glowed and it is inelegant to have both
      - removed Boots of Slowness
         - just too nasty
      - removed Gloves of Agility
         - special gloves were too similar to rings
      - removed Gloves of Clumsiness
      - changed Gloves of Weakness to Gloves of Treachery
         - now with a nice bonus...
      - changed name of Gloves of Power to Gloves of Strength
      - added Gloves of Swordplay
         - to compete with Gloves of Strength
   - fixed a bug where some special weapons wielded from the floor wouldn't glow properly
   - fixed the auto-identification of lanterns of brightness when refuelling them
   - unified the True Sight types of helms and light sources
      - so identifying one identifies them all
      - this had slipped past me before

- artefacts
   - added 21 new artefacts
   - realised that quite a few of the artefact weapons were just too crazy and toned them back
   - added descriptions for those artefacts which didn't have them
   - set Calris aflame like all good Balrog swords should be, and made other changes to it
      - we think it is really strong now and people are crazy not to be using it more...

- dungeon
   - added some T-intersections in the corridors
   - fixed two bugs in dungeon generation which could lead to doubled and tripled doors
   - no rubble generated before 200 ft anymore

- traps
   - made false floors half as common as other traps
   - webs can no longer be generated in dead ends

- food
   - it is now harder to get gorged (so it can't happen unless already 'full')
   - the gorged effect wears off even faster

- interface
   - added an onscreen main menu with all the interface commands
      - it can be accessed with (m) or (Escape)
         - the latter can be turned off if you find it annoying
      - I intend this to be the main way to access many of these commands
         - and in future versions I will remove direct access to some:
            - e.g. Colours, Macros, Knowledge, Options, ...
            - but not Character Sheet, Save, ...
      - comment on the Angband Forum if you have concerns about this
   - added back in the 'auto_more' option
      - (I still wouldn't want to use it though!)
   - stopped it wasting a turn when you try to pick something up and nothing is present
      - also improved some interface oddities surrounding 'pick things up by default'
   - stopped it wasting a turn when you decide not to make anything at a forge
   - fixed bug with being warned about dropping your shield when you wouldn't have to do so
   - added prompt warning you about being forced to drop your two handed weapon when wielding a shield
   - the object knowledge screen now displays potion/herb/staff etc types that you have seen in previous games
      - this is useful for the process of elimination...
   - fixed some interface bugs for smithing:
      - the name of an artefact is no longer reset when returning to the artefact submenu
      - selecting menu options via their letters now works properly

- display
   - the iron crown no longer shows up multiple times in the knowledge menu
   - fixed some issues relating to Morgoth before and after being uncrowned
   - staffs now display how many times they have been used when unidentified
   - fixed a bug with the combat rolls window
      - it wasn't displaying the old info correctly in many cases
   - creating any object at a forge is now noted in the notes section
      - including the stats and weight
   - slight modification of messages for failing to tunnel
   - fixed a bug where the player would identify their off-hand weapon when their main weapon struck truly

- platform specific
   - linux version
      - X11 now supports solid block walls and highlighted unwary/sleeping creatures
      - X11 now supports the initial menu and more user friendly loading of characters
      - GCU now makes the map quadrant of its virtual terms as large as possible
         - thanks to bron for the patch!
   - mac version
      - can now easily open savefiles generated on other platforms (e.g. competition saves)

- challenge modes
   - all of these were buggy!
      - no artefact mode no longer generates monster-specific artefacts
         - like Spear of Boldog etc
      - straight down mode now works correctly
      - disconnected stairs mode now works correctly

- behind the scenes
   - notes are no longer temporarily stored in 'notes files'
   - this should finally put an end to all the problems with these files!
   - fixed some potential bugs in targetting, dungeon generation, hallucination

- thanks
   - thanks go to many of the denizens of angband.oook.cz for their suggestions and bug finding
      - this really does help to improve the game!
   - thanks also go to our wonderful beta test team
      - I have no idea how they played so many games so quickly

Clearly, they were hard at work in this long interim since last release.   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

jim

  • Rogueliker
  • ***
  • Posts: 380
  • Karma: +0/-0
    • View Profile
Re: Sil (now at v1.1)
« Reply #18 on: September 05, 2012, 01:07:05 AM »
These guys are pure class. Downloading the latest version...now!

guest509

  • Guest
Re: Sil (now at v1.1)
« Reply #19 on: September 05, 2012, 01:39:10 AM »
  I never played Angband really, but I do like this game.

Legend

  • Rogueliker
  • ***
  • Posts: 657
  • Karma: +0/-0
    • View Profile
    • Email
Re: Sil (now at v1.1)
« Reply #20 on: September 05, 2012, 04:18:31 AM »
Any chance for a console version? Like a single full screen ui layout?

I just can't hang with the multiple terminal windows. :(

guest509

  • Guest
Re: Sil (now at v1.1)
« Reply #21 on: September 06, 2012, 06:22:24 AM »
It does seem weird, and they don't fit on my screen, but I like to see my inventory and loadout at all times.

Legend

  • Rogueliker
  • ***
  • Posts: 657
  • Karma: +0/-0
    • View Profile
    • Email
Re: Sil (now at v1.1)
« Reply #22 on: September 07, 2012, 03:29:15 AM »
I'm the opposite. I actually like having a separate hidden screen for my inventory, equipment, map, etc that I have to bring up. Kinda like actually having to look in your pack. You may know what is in your backpack for instance, but you can't  actually see what is inside of it constantly all the time. If you don't remember, you open it up and look inside.

And I much prefer to have my view of the dungeon fit the whole screen or at least most of it like crawl, rogue, nethack etc.

guest509

  • Guest
Re: Sil (now at v1.1)
« Reply #23 on: September 07, 2012, 07:58:57 AM »
  Huh...I hear you Legend. I have to agree when you put it that way.

  I bet you would love it if you could just hold down one of the bumpers and have the inventory pop up, release and it retreats. Or just have the bumper button toggle inventory up and down. Playing with your thumbs just seems better.

Scatha

  • Newcomer
  • Posts: 12
  • Karma: +0/-0
    • View Profile
Re: Sil (now at v1.1)
« Reply #24 on: September 07, 2012, 04:03:55 PM »
Any chance for a console version? Like a single full screen ui layout?

I just can't hang with the multiple terminal windows. :(

You can make all the other windows invisible and resize the main window. Will that do what you want? If not, could you specify what you're after?

(You are always able to access your (e)quipment and (i)nventory in the main window. I think the only information you lose are the combat rolls, and from your description of how you like to play it sounds like you'd rather not have those anyway.)

Legend

  • Rogueliker
  • ***
  • Posts: 657
  • Karma: +0/-0
    • View Profile
    • Email
Re: Sil (now at v1.1)
« Reply #25 on: September 08, 2012, 06:26:19 AM »
Any chance for a console version? Like a single full screen ui layout?

I just can't hang with the multiple terminal windows. :(

You can make all the other windows invisible and resize the main window. Will that do what you want? If not, could you specify what you're after? ...

What is described in this thread is what I mean:
http://roguetemple.com/forums/index.php?topic=2011.0

If you look at the latest official release of Angband and/or the variants mentioned in that thread then look at the re-compiles that Ancient did, you should be able to see what I mean pretty clearly. Otherwise, not sure I know how to really put it into words properly. Pretty much looking for a console dos-like version as opposed to a windows version with multiple windows. Just one single console mode fullscreen.