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Old Man Mozz
Apr 24, 2005

I posted.

Unormal posted:

:pervert:

What kinda roguelike ya'll want? Mini CoQ? Fantasy? Nudie pornRL?

I'm in love with the Numenera setting, I'd love to see more games in the fantasy/sci-fi fusion vein.
Hell, make it Rogue of the Dying Earth and get all of the oldschool nerd cred

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FairyNuff
Jan 22, 2012

Unormal posted:

:pervert:

What kinda roguelike ya'll want? Mini CoQ? Fantasy? Nudie pornRL?

1960s sci fi.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe
Well, I probably wouldn't just tile Caves of Qud. Since this engine is Unity, I can take the engine to all the mobile devices. However, Caves of Qud's engine is extremely memory intensive, and wouldn't play nice on mobile devices. The interface is also very key-boardy. So, we'll probably do a redesign of the game to accommodate mobile device constraints, but still keep the best stuff from Qud.

You guys asking for sci-fi/Numenera should just play Caves of Qud, man. It's inspired by Gamma World just like Numenera is. ;)

Unormal fucked around with this message at 21:33 on Jan 3, 2014

Jenx
Oct 17, 2012

Behold the Bull of Heaven!

Bob NewSCART posted:

Caves of qud tiles. Please. I will never play anything else.

This. Do this.

Jeffrey of YOSPOS
Dec 22, 2005

GET LOSE, YOU CAN'T COMPARE WITH MY POWERS
Work on more content instead. Embrace the ASCII...

SpruceZeus
Aug 13, 2011

EAT THE EGGS RICOLA posted:

Some classes are way better multiplayer (like Enforcer and Sniper).

Sniper is totally viable singleplayer, they just have a very high skill floor and are somewhat item dependent. Don't let anybody tell you they're bad or only for mp though.

MMF Freeway
Sep 15, 2010

Later!
Also about Risk of Rain: is there an "easiest" class as far as both unlocking and beating the game?

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...



voltron lion force posted:

Also about Risk of Rain: is there an "easiest" class as far as both unlocking and beating the game?

Technically the easiest by far is the Huntress, and you only get her by collecting 15 monster logs which can take a bit. To be honest, more or less every class can do moderately well if you enjoy the playstyle and get some good item drops, with the Enforcer probably being the one exception because it's slightly bad in comparison.

EAT THE EGGS RICOLA
May 29, 2008

New Sil release!

Headline Features:

* Some monsters now have abilities too, like Charge, Exchange Places and Songs...
* There are now chasms in the dungeon
* Many new vaults and interesting rooms
* Many balance improvements, minor changes, and bug fixes

quote:

- Sil 1.2.0 ----------------------------------------------------------------------------------------------

- broke savefile compatibility
- sorry about this
- it needs to happen every now and then and I schedule it for the 1.X.0 releases

- many of the small improvements in this version are from the Sil variant: mpa-sil
- I've noted this below where I remember -- apologies for those I've forgotten to credit

- monster abilities
- monsters can now have some of the abilities that the player can get
- such as Charge, Cruel Blow, etc.
- Morgoth and Gorthaur have songs of power

- abilities
- Throwing Mastery now prevents thrown items from breaking
- Two Weapon Fighting no longer allows you to wield 'hand and a half' weapons in your off-hand
- Knock Back
- now requires there to be no monster in the square the creature is knocked into
- so orcs don't get swapped in corridors etc
- it now takes weapon weight into account in determining your effective strength
- so you will want a heavy enough weapon to get your full strength bonus
- Point Blank Shot now completely prevents the attack of opportunity from the
enemy you just shot at, instead of 50% chance for all adjacent enemies
- Skill requirements reduced on several early Evasion Abilities
- Added the Evasion Ability: Leaping
- Flanking no longer requires Dodging (though the latter still works well with it)
- Heavy Armour use now has an alternative pre-requisite of Crowd Fighting
- Lore-master no longer identifies chest traps (via mpa-sil)
- Majesty now takes the monster's Will into account
- instead of reducing morale by Will/4...
- it reduces it by half the difference between your Will and theirs
- Song of Sharpness now lowers enemy protection by 2% per point of Song
- this is usually a smaller effect than the old rules
- Song of Mastery is now slightly cheaper to make the skill point progression simpler
- Unwavering Voice has been removed
- having non-song abilities in the Song tree limits the ability for people to learn many songs
- and this was the weakest one in terms of game mechanics
- Woven Themes now makes the minor theme use (Song / 2) instead of (Song - 5)
- this makes it worse in most cases
- but this means more people will use Song abilities to get actual songs
- made slightly more expensive to make the skill point progression simpler

- smithing
- 'slays' no longer cost a strength point to add to a weapon
- it was too steep a cost for the early game, making no-one add them
- artefact arrows now have half the difficulty
- it was crazy costing you as much for 1 arrow as for 24 or a regular equipment piece
- fixed several of the smithing bugs
- the game is now clear that you can only use one of Enchant or Artifice per item
- this removes the worst smithing bugs
- fixed a bug with artefact rings and amulets forgetting their special bonuses sometimes
- I think the only remaining bugs are glitches surrounding abilities on artefacts disappearing or duplicating
- the work around is to only add abilities to artefacts immediately before the end

- items
- 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)
- increased chance of generating out of depth items from 1 in 10 to 1 in 7
- identification
- there is no longer a perception check when identifying items by use
- (you automatically pass if you get the opportunity)
- identification of passive abilities now occurs twice as quickly
- reduced the late game frequencies of many potions/herbs
- people typically had far too many of them by the throne room
- horns
- changed trumpets to horns
- changed colours, descriptions, adjectives
- dramatically reduced weight
- added the Horn of Force, which knocks back enemies in its path
- vampiric weapons no longer drain life from nonliving monsters
- herbs of rage
- now make you completely immune to fear
- previously it was just resistance, but the possibility of frightened rage was silly
- you can no longer identify monsters via the recall window
- staffs of treasures now display non-subdued Deathblades
- bows
- Shortbows now native to 50 ft instead of 100 ft
- so archers should be a bit easier to start
- Longbows
- now native to 150 ft instead of 350 ft
- to give players a better choice of archery style through the game
- no longer get the [-1] penalty
- it was a bit fiddly and too few archers were using them anyway
- Dragon-horn Bows are now 1d9 2.0lb
- a bit like deathblades or the old longbows
- they should be more tempting to the majority of archers who find them now
- throwing items (daggers, spears, throwing axes)
- now found in slightly larger stacks
- removed some of the special item types they could get that required wielding
- made an automatic throwing command: control-t
- throws the first throwing item in your inventory at your target or closest monster
- akin to "ff"
- artefacts
- made the Greatsword of Saithnar a bit less good
- made the Shortsword of Galadriel rarer
- tweaked the stats of the Helm of Curufin
- it had (-1) instead of [-1] only because 5 years ago that was how all helms were...
- the Cloak of Maglor now grants Song of the Trees
- as Unwavering Voice was removed

- display
- molds are now always visible once sighted for the first time (via mpa-sil?)
- made the darkest shade of grey (d1) a bit darker
- needed to tell it apart more clearly from the others
- visual display of hits on monsters changed
- there is no longer a colour difference when doing more than 10 damage
- instead, there is a colour difference when killing an opponent
- significantly improved the self knowledge screen to show the quantitative effects
- including the details of stacked levels of an attribute
- now also identifies items if the item granting the power is known
- (e.g. slay orc on melee weapon) (via mpa-sil)
- weapon and armour weights are now shown when you walk over them (via mpa-sil?)
- gave more detail in the in-game descriptions of some abilities (via mpa-sil)
- if you are in a pit or web, this is now displayed in the status line
- adjusted the 'notes' display
- to let it fit slightly longer notes
- and changed self-made notes so that the last few words don't automatically flow to the next line
- which makes it easier to manually write long multi-line notes without looking ragged
- falls now correctly display the character of the thing that made you fall in the combat rolls window
- e.g. the staircase or the false floor
- abbreviate "Health" and "Voice" when you have more than 100 points of it (via mpa-sil)

- interface
- 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
- added an user interface option to 'Forgo bonus attacks on unwary enemies'
- this used to be always on, but can now be toggled
- I've made sure it covers *all* bonus attacks (I'd missed Rapid Fire and maybe another)
- targetting
- firing an arrow 'ff' when the target is a location that is now out of line of fire, no longer fires
- added an automatic throwing command that throws the first throwing item in inventory at the first target
- both firing and throwing no longer automatically choose a target if it is out of range
- you can now inscribe your melee weapon with "!a" somewhere in the inscription (via mpa-sil?)
- this will trigger a warning every time you try to attack with it
- good for pacifists, extreme stealth characters, and smithing equipment
- you will also be similarly warned if trying to attack with a shovel or bare-handed
- monster memory now explains that touch attacks ignore armour
- you are notified when entering greater vaults (via mpa-sil)

- monsters
- unified how monster mana works
- they each have a capacity of 15 points of 'mana'
- it regenerates 1 point per round (if not singing)
- casting a spell uses 10
- starting a song uses 1 per round
- and monsters only decide to start if they have at least 10
- made the check for monsters to bash down doors the same as for the player
- I don't know how this had got out of sync
- it is now easier for monsters to bash doors
- allowed weaker monsters to rarely (1 in 10) push past stronger ones
- necessary for the new pathfinding code
- orc warriors
- now come in smaller groups
- also have the Ability 'Charge'
- easterlings
- easterling archers
- their longbows now do 2d7 instead of the old-fashioned 1d11
- easterling warriors
- have the Ability 'Flanking'
- Uldor, the Accursed is now an archer rather than a melee specialist
- makes him more different, and good to have an archer unique
- has the Ability 'Crippling Shot'
- Ulfang, the Black
- has the Ability 'Opportunist'
- Maeglin
- has the Ability 'Riposte'
- cats
- cat warriors
- have the Ability 'Exchange Places'
- Tevildo
- has the Ability 'Cruel Blow'
- and has melee reduced a little to compensate
- trolls
- all types have the Ability 'Knock Back'
- Dagorhir, the Elfbane
- now has the Ability 'Elf-Bane'
- his base att/evn was lowered a bit to compensate
- worm masses
- now become unwary properly when you are far enough away (like other monsters)
- since they don't breed when unwary, this should help with worm mass explosions
- their crawl attacks no longer halve your armour (unneeded complexity)
- but I've slightly increased damage to partially compensate
- raukar
- sulraukar are now easier to kill
- reduced evasion and protection
- ringraukar
- increased damage
- kemenraukar
- reduced evasion
- adjusted their AI slightly to weakly prefer open space to breaking through a wall
- shadow spiders
- reduced health (slightly), evasion, and melee
- they seemed to be a bit too tough, but you will still want to remember to run away!
- Thuringwethil is now coloured red to make her more distinct
- Gorthaur
- has gained a Song
- Morgoth
- has gained two Songs
- and a point of Con to make him slightly more resilient

- vaults
- added many new vaults, including many designed by Clouded and some by HallucinationMushroom (from the Forum)
- made vaults a little more common, including earlier in the dungeon
- removed iron walls (a.k.a. permanent rock)
- it wasn't really needed and we weren't doing anything interesting with it

- traps
- removed amnesia gas traps due to player frustration
- removed flame traps from chests as they just encouraged dropping your flammable goods (via mpa-sil)

- other
- digging
- you no longer need to be wielding a digger to dig with it
- carrying it in your backpack is enough
- this saves some turns (and tedium) when digging
- but to balance this digging now provokes attacks of opportunity from adjacent enemies (like archery)
- the strength requirements have been changed (via mpa-sil)
- you now need Str 1 to clear rubble, Str 2 to break quartz, and Str 3 to break granite
- it no longer depends upon the digger weight (as there was no clean way to do so)
- stealth
- reduced the difficulty of having monsters lose track of you (become unwary again)
- previously you had to beat them at their perception roll by 30
- now it is by 25
- Vanish still give +10 to this roll
- passing the turn in stealth mode doesn't suffer the speed penalty
- so it is no longer advantageous to toggle stealth mode on and off if you want to pass
- the word 'slow' is still displayed but that relates to the next action, not the last one
- unified and clarified the stacking behaviour of numerous effects on the player and monsters
- almost everything that can stack, does stack
- all temporary effects (except entrancement): add new duration to the existing duration
- speed: stacks but the final score is limited to be between 1 and 3
- elemental resistances: x levels of (net) resistance means damage/x
x levels of (net) vulnerability means damage*x
- sustains: +10x bonus to Will check
- resist fear, blindness, confusion, stun, hallucination: +10x bonus to Will check
- free action: +10x bonus to Will check
- see invisible: +10x bonus to Perception check
- aggravate: unwary monsters get +10x to perception check
- regeneration: your regeneration rate is (1 + x) times normal
- danger: monsters are generated as x levels deeper
- cowardice: damage threshold to trigger fear is 10/x
- haunted: x% chance per turn of generating a wraith
- hunger: each level triples the rate, each level of slow digestion divides it by three.
- sharpness: Amount from song (song*2 %) is added to amount from weapon (0%, 50%, or 100%)
- slays/brands: each valid one adds a die of damage
- light: your equipment levels add up to produce your light radius
- light from sources on the floor, or monsters, or lit rooms, add their light levels on that square
- things that don't stack
- tunnelling: you tunnel with the best digger available, multiple diggers don't stack
- abilities: multiple copies of an Ability (such as Sprinting) don't stack
- entrancement: cannot affect you when you are already entranced
- monster effects
- morale effects: all add together
- temporary effects: add new duration to the existing duration
- the extra deep monsters generated during the escape now come from a wider range of levels
- to add more variety to the escape
- you no longer gain double experience for finding artefacts and unique monsters
- it was a bit unnecessary...
- removed the 'crown' screen at the end of the game
- it was left-over from Angband and seemed out of place
- if enough people want something like that, perhaps a better version could be added

- Dungeon
- more stairs on the really big levels
- more chance that a shaft is placed instead of a stair
- these things should make the escape a bit faster

- bugfixes
- chests weren't generating their contents properly
- minor changes to some vaults to stop generating chests in locations where their items would disappear
- off-hand weapons were using the wrong damage sides when making a charge attack
- the boots of Irime now give the right self-knowledge text
- when extra deep monsters are generated on a level in the pursuit, this no longer includes territorial ones
- you can no longer see what items a creature is standing on if you detect it with staff of foes or listen
- you can no longer see what items a creature is carrying unless you can see its square directly
- monsters that can't use stairs will no longer try to flee to them
- fixed the problem in debug mode where looking at newly generated monsters could print garbage strings
- fixed the game taking a turn when declining to attack during the 'truce'
- fixed the game taking a turn when you aborted an attempt to blow a horn (via mpa-sil)
- fixed the game giving a turn of poison/regeneration/etc when you save via Control-X (!)
- fixed a bug with two-weapon fighting where the off-hand penalty was only (-2) (via mpa-sil)
- fixed a bug with removing autoinscriptions from one item type accidentally removing all of them (via mpa-sil)
- off-hand weapon weight was counting for heavy armour use (via mpa-sil)
- Feanorian lamps and lesser jewels granting brightness now auto-identify properly

uPen
Jan 25, 2010

Zu Rodina!

quote:

- Dungeon
- more stairs on the really big levels
- more chance that a shaft is placed instead of a stair
- these things should make the escape a bit faster

:worship:

Thank god.

victrix
Oct 30, 2007


Random general roguelike thought: I really don't like 'stairs' and static level changes in general. Always leads to cheesiness one way or another.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

victrix posted:

Random general roguelike thought: I really don't like 'stairs' and static level changes in general. Always leads to cheesiness one way or another.

Would you rather one continuous open 2D world? How do you indicate "harder content in this direction" without forcing the generated map to be rather linear? I know there's problems with stairs making it too easy to run away from your problems (and generally chopping the world up into a bunch of discrete elements, which feels artificial), but they do serve a useful design purpose.

victrix
Oct 30, 2007


TooMuchAbstraction posted:

Would you rather one continuous open 2D world? How do you indicate "harder content in this direction" without forcing the generated map to be rather linear? I know there's problems with stairs making it too easy to run away from your problems (and generally chopping the world up into a bunch of discrete elements, which feels artificial), but they do serve a useful design purpose.

One Way Heroics :v:

Also username + post.

But yeah, I think it'd be an interesting place to explore for a 7DRL challenge.

There's quite a few ways it could be approached

* All one giant 3d world ala DF
* One big 2d map, but some gimmicks that constantly generate new threats or situations to be dealt with no matter where you are
* Only one level at a time, ironman style
* The ability to 'interact' with a limited space around the 'stairs' (see what's around it before you enter, enemies can react to your presence, etc)

That's just off the top of my head, I don't know that a stairless crawl/nethack/angband would be a better game mind you, but I'd like to see the results of experimentation in that direction.

Harminoff
Oct 24, 2005

👽
You could also have one giant map where you start at the outside and the goal is to get to the center, grab whatever, and get out. Enemies get harder the closer you get to the center.

SpruceZeus
Aug 13, 2011

voltron lion force posted:

Also about Risk of Rain: is there an "easiest" class as far as both unlocking and beating the game?

Agent Kool-Aid posted:

Technically the easiest by far is the Huntress, and you only get her by collecting 15 monster logs which can take a bit. To be honest, more or less every class can do moderately well if you enjoy the playstyle and get some good item drops, with the Enforcer probably being the one exception because it's slightly bad in comparison.

As Kool-Aid said, Huntress is very strong, although it can take some time to unlock her. Fortunately, the class that's unlocked from the very beginning, the Commando, is fairly strong and easy to learn. The first classes you will probably unlock after him are the Bandit and Enforcer. The Enforcer is fun but also the weakest class in the game, but you may want to give the Bandit a try, it seems to come down to personal preference whether people like him or the Commando better.

Jack Trades
Nov 30, 2010

I like what Risk of Rain is going for but the time/difficulty system is kind of awkward and confusing.
There are better ways to keep players from grinding.

EAT THE EGGS RICOLA
May 29, 2008

victrix posted:

Random general roguelike thought: I really don't like 'stairs' and static level changes in general. Always leads to cheesiness one way or another.

Have you tried Sil? The stealth element and being able to escape the floor once you're being chased by something more powerful than you combined with the danger of being near stairs makes them much nicer than in Angband.

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS

Jack Trades posted:

I like what Risk of Rain is going for but the time/difficulty system is kind of awkward and confusing.
There are better ways to keep players from grinding.

How is it awkward or confusing? Game gets harder as the timer counts up. If you don't to get overwhelmed you got to keep moving forward. It seems as straightforward as this kind of thing can be.

Jack Trades
Nov 30, 2010

Tollymain posted:

How is it awkward or confusing? Game gets harder as the timer counts up. If you don't to get overwhelmed you got to keep moving forward. It seems as straightforward as this kind of thing can be.
Spelunky for example. You have a level. You have a timer. Get as much loot as possible before the ghost arrives and go to next one.
Simple.

Risk of Rain. I don't know, maybe I'm dumb or something but I couldn't figure the proper way to play it.

madjackmcmad
May 27, 2008

Look, I'm startin' to believe some of the stuff the cult guy's been saying, it's starting to make a lot of sense.

EAT THE EGGS RICOLA posted:

Have you tried Sil? The stealth element and being able to escape the floor once you're being chased by something more powerful than you combined with the danger of being near stairs makes them much nicer than in Angband.

I played another game of Sil recently. After reading about how the game is about running/hiding from monsters instead of fighting them, I made as sneaky and perceive-y a mans as I could. I put some muscle into Smithing because that sounds cool, I like crafting. Even fired up the soundtrack to The Hobbit because I am all in. Stealth is gret and all but I couldn't help but beat up a conga line of wolves when I got them into a hallway, and hey wouldn't you know it I happen to have a wolf bane battle axe of some type. Great!

I'm not terribly far in at all, I did 50, 50, 100 and now I'm here at 150. There's been a lot of orcs and wolves. And also worms, but those are just *band staples, clearly not Tolkien canon. The point of this post (and my character dump) is me asking if I'm even doing this right. So far I don't feel like this is a lick different from any *band. Maybe deeper the monsters have different names and are harder. I found an anvil but couldn't do anything with it, I don't know any songs, and... yeah.

Anyway I'm not complaining, I just want to get the awesome Sil experience everyone else is having.

pre:
  [Sil 1.1.1 Character Dump]

 Name   Lairyon       Age    2,206       Str   3
 Sex    Female        Height  5'10       Dex   4
 Race   Noldor        Weight   161       Con   4
 House  Feanor                           Gra   3

 Game Turn    1,987   Melee   (+5,3d9)   Melee        5 =  4  +4  -3
 Exp Pool     2,227   Bows    (+6,0d0)   Archery      6 =  1  +4      +1
 Total Exp    7,227   Armor   [+7,3-7]   Evasion      7 =  4  +4  -1
 Burden        77.8                      Stealth      7 =  4  +4  -1
 Max Burden   172.8   Health     36:41   Perception   6 =  3  +3
 Depth         150'   Voice      34:34   Will         6 =  3  +3
 Min Depth     100'                      Smithing     7 =  3  +3      +1
 Light Radius     1                      Song         4 =  1  +3

  [Equipment]

a) a Battle Axe of Doriath (-3,3d6) 4.4 lb
   It slays wolves and spiders.  It does extra damage when
   wielded with both hands.  
b) (nothing)
c) (nothing)
d) (nothing)
e) (nothing)
f) a Wooden Torch (with 1936 turns of light)
g) Leather Armour [-1,1d4]
h) a Cloak [+1]
i) (nothing)
j) a Helm [-1,1d2]
k) (nothing)
l) a Pair of Boots of Free Action [+0,1d1]
   It grants you freedom of movement.  
m) (nothing)
n) (nothing)


Inventory

a) 3 Fragments of Lembas
b) a Dark Green Herb
c) 2 Dark Blue Potions {heals?, tried}
d) 3 Wooden Torches (with 2000 turns of light)
e) a Wooden Torch (with 38 turns of light)
f) Leather Armour [-1,1d4]
g) Studded Leather [-2,1d6]
h) a Round Shield [+0,1d3]
i) a Curved Sword (-1,2d5) [+1] 4.0 lb
j) a Shortsword (+0,1d7) [+1] 1.2 lb
k) a Longsword (+0,2d5) [+1] 3.0 lb
l) a Spear (-1,1d9) 3.0 lb
   It can be thrown effectively (6 squares).  It does extra
   damage when wielded with both hands.  It counts as a type of
   polearm.  
m) a Shortbow (+0,1d7) 1.6 lb
   It can shoot arrows 12 squares (with your current strength).
n) 21 Arrows
   They can be shot by a bow.
o) a Finely wrapped present
   It cannot be harmed by the elements.  

Lairyon of the Noldor
Entered Angband on 28 Dec 2013

    Turn     Depth    Note

   1,352    150 ft    (Weaponsmith)


Space Bat
Apr 17, 2009

hold it now hold it now hold it right there
you wouldn't drop, couldn't drop diddy, you wouldn't dare

madjackmcmad posted:

I played another game of Sil recently. After reading about how the game is about running/hiding from monsters instead of fighting them, I made as sneaky and perceive-y a mans as I could. I put some muscle into Smithing because that sounds cool, I like crafting. Even fired up the soundtrack to The Hobbit because I am all in. Stealth is gret and all but I couldn't help but beat up a conga line of wolves when I got them into a hallway, and hey wouldn't you know it I happen to have a wolf bane battle axe of some type. Great!

I'm not terribly far in at all, I did 50, 50, 100 and now I'm here at 150. There's been a lot of orcs and wolves. And also worms, but those are just *band staples, clearly not Tolkien canon. The point of this post (and my character dump) is me asking if I'm even doing this right. So far I don't feel like this is a lick different from any *band. Maybe deeper the monsters have different names and are harder. I found an anvil but couldn't do anything with it, I don't know any songs, and... yeah.

Anyway I'm not complaining, I just want to get the awesome Sil experience everyone else is having.


If you're playing a stealth character there's no reason to have 3 point of strength at all, especially if you're trying to avoid conflict. Strength is great for a melee character because it adds sides to your hit die, but aside from some extra carry capacity it's not going to help you. Generally, if you don't have a plan for smithing early on you wanna avoid putting points into it, at least that's what I've seen. Admittedly I don't play anything besides fighters so I dunno about tactics. I do know shift+s makes you enter stealth mode which is easy to not realize.

Your skills seem way too stretched thin as well. It's generally better to focus rather then go for a little bit of everything.

uPen
Jan 25, 2010

Zu Rodina!
You also need heavier weapons to actually get the extra sides from higher str and heavy weapons are harder to crit with which is how stealthy dudes kill things so yeah!

Space Bat
Apr 17, 2009

hold it now hold it now hold it right there
you wouldn't drop, couldn't drop diddy, you wouldn't dare

uPen posted:

You also need heavier weapons to actually get the extra sides from higher str and heavy weapons are harder to crit with which is how stealthy dudes kill things so yeah!

Yeah, to explain more in depth, every point of strength you have adds sides to the hit die of your equipped weapon for every pound that weapon weighs. In other words with three strength if you're wielding a 1d8 long sword that weights 2 lbs your actual damage will be 1d10 because you're getting 2 extra sides from your strength. More strength means you want heavier weapons (generally speaking, there are exceptions). That's why hammers, for example, are like 5d1, because a high strength character will turn it into a 5d4.

Edit: Also, Noldor have a blade affinity which means you get a +1 to your attacks when using a sword. Using an axe is only good if you have no better alternative or you need a good weapon to deal with high armor enemies.

andrew smash
Jun 26, 2006

smooth soul
I like this for a sneaky start: noldor, 2/5/4/3, 2 points into smithing + weaponsmith immediately. Put the rest of the starting XP into melee/evasion/stealth and take disguise. at your first forge, make a 2lb longsword for stabbing and a 3lb bastard sword for crushing other poo poo to pieces when you need to do so. Sneak around, throw lots of daggers, build up toward finesse/subtlety and assassination, stab lots of dudes. pick up all the heavy armor you find in case you need to put it on in a hurry, but generally try to wear light enough stuff to not give you a stealth penalty most of the time. If you find a shield Blocking can save your rear end against archers but you should generally try to sneak around archer packs, they aren't worth it.

EAT THE EGGS RICOLA
May 29, 2008

madjackmcmad posted:

I played another game of Sil recently. After reading about how the game is about running/hiding from monsters instead of fighting them, I made as sneaky and perceive-y a mans as I could. I put some muscle into Smithing because that sounds cool, I like crafting. Even fired up the soundtrack to The Hobbit because I am all in. Stealth is gret and all but I couldn't help but beat up a conga line of wolves when I got them into a hallway, and hey wouldn't you know it I happen to have a wolf bane battle axe of some type. Great!

I'm not terribly far in at all, I did 50, 50, 100 and now I'm here at 150. There's been a lot of orcs and wolves. And also worms, but those are just *band staples, clearly not Tolkien canon. The point of this post (and my character dump) is me asking if I'm even doing this right. So far I don't feel like this is a lick different from any *band. Maybe deeper the monsters have different names and are harder. I found an anvil but couldn't do anything with it, I don't know any songs, and... yeah.

Anyway I'm not complaining, I just want to get the awesome Sil experience everyone else is having.

I had to get help to get started too, because I had absolutely no luck whatsoever at first with Sil. I've played a ton of Angband (years ago), and here's how it differs:

- Your plan is to go down to 1000' and grab a simaril, then bring it back to the surface.
- There are no teleportation abilities, you need to do everything in your power to avoid getting surrounded, even in a hallway (enemies get a substantial bonus when you are flanked), or you will die. All combat in Sil is about positioning. Consumables are super valuable in Sil.
- There are worms and molds, but that's where the monsters stop being the same as Angband. No hounds, the "intelligent" monsters like orcs/easterlings/etc all have group AI and will not follow you into a corridor unless you're at low health or being flaked on the other side.

Other things to kind of keep in mind that are weird coming from Angband:

- That battle axe is good enough for most of the game, at least as a swap weapon, because it has better than average damage die and covers two of the slays you want. There are a bunch of better artifacts for slaying wolves/spiders, but that axe will last you the entire game unless you find one of them.
- Light is crazy important, once you get down to ~ 500' you need to have substantial light radius or shadow monsters will prevent you from being able to see anything and will just wreck you.
- You need to either have super high protection or super high evasion, being mediocre in both will just get you killed.

The build that initially got me to figure out the combat mechanics/game was a Noldor of house Fingolfin with 3/3/5/3 stats, who used a longsword/battle axe and shield and picked up: Charge, Dodge, Flanking, Opportunist, Finesse, Zone of Control, Whirlwind Attack and Sprinting, interspersed with Will for Hardiness and Crit Resistance and Perception for Lore-Master (which I think is necessary) and Bane/Master Hunter.

Stealth is really fun to play too, but it's way harder to learn the game that way so do a brawler build to figure out the basics first in my opinion.

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS

Jack Trades posted:

Risk of Rain for example. You have a level. You have a timer. Find the teleporter and get as much loot as possible before the the teleporter countdown runs out and go to next one.

Corridor
Oct 19, 2006

Today my friend explained to me that the timer in RoR isn't how long until the boss despawns, it how long until the mobs stop spawning. So you can just run away and deal with the mobs then come back for the boss.

I'm like OHHHHHHHHHH OKAY

madjackmcmad posted:

o) a Finely wrapped present

:allears:

Pimpmust
Oct 1, 2008

Didn't find it mentioned, or a seperate thread for it, but I noticed a Early access game called Dungeon of the Endless that claims to be some sort of rogue-like dungeon-defense hybrid thingy.

The art direction seems top-notch, anyone got any experience with it?

EvilMike
Dec 6, 2004

madjackmcmad posted:

I played another game of Sil recently. After reading about how the game is about running/hiding from monsters instead of fighting them, I made as sneaky and perceive-y a mans as I could.
Just a word of warning, winning as a "pure stealth" type character is actually pretty hard. Sil absolutely rewards stealth, since it's very powerful... but for most characters, the reason is it lets you pick your fights (rather than just avoiding fighting anything). If you see a horde of orcs or archers or something out of depth, you stay back and wait for them to wander off. If you see something you can kill, you kill it for the xp and maybe loot. Helps also to check what the xp value of the monster is, new enemies are worth more.

Regarding the angband-ness, this is a problem in the early floors. The tolkein stuff is a lot more distinct the deeper you go, where basically every monster is drawn from "first age middle earth" material, although some of it is very obscure. Also, once you get to this point you'll really see how progression differs from angband. Sil is a very "low magic" game. You'll become stronger, but you'll never look anything like a high level angband character.

madjackmcmad
May 27, 2008

Look, I'm startin' to believe some of the stuff the cult guy's been saying, it's starting to make a lot of sense.

I imagine it'll be more entertaining to barter with Morgoth for his hat-bling if the present is unopened. I genuinely have no idea what the item inside is, I'm sure there's some flavor of comedy down the road waiting for me based on this.

Corridor
Oct 19, 2006

madjackmcmad posted:

I imagine it'll be more entertaining to barter with Morgoth for his hat-bling if the present is unopened. I genuinely have no idea what the item inside is, I'm sure there's some flavor of comedy down the road waiting for me based on this.

Yeah I haven't played Sil so I have no idea what that means. Sounds funny tho :)

EAT THE EGGS RICOLA
May 29, 2008

Corridor posted:

Yeah I haven't played Sil so I have no idea what that means. Sounds funny tho :)

The goal of Sil is to get to 1000', steal a Sil (or more if you have the ability), and get back to the surface. You can kill Morgoth, but it's easier to just steal a Sil and run. That present is something you start with in the week or so before Christmas, and it contains a random special item. If you open it on a day other than the 25th you get cursed.

Glidergun
Mar 4, 2007

Pimpmust posted:

Didn't find it mentioned, or a seperate thread for it, but I noticed a Early access game called Dungeon of the Endless that claims to be some sort of rogue-like dungeon-defense hybrid thingy.

The art direction seems top-notch, anyone got any experience with it?

I have it, and it's basically a tower defense.

You have a small team of characters. Every time you open a door, the game spawns a wave of enemies from rooms you haven't fully claimed, which start wandering towards your home base, possibly to be distracted by your towers or your characters. The goal is to find the exit to the dungeon, then pick up your home base and run it to the exit, all while multiple waves of enemies spawn and attack. The main roguelike elements are that the dungeon is randomly generated and if a character dies you can resurrect them.

It's a decent setup but at the moment it's kind of sparse. That said, if you like 4X games like Civilization or Master of Orion, the deluxe version gives you a -50% coupon and a new race for their other game Endless Space, which I find extremely just-one-more-turny even if the AI diplomacy is pretty bad.

Tempora Mutantur
Feb 22, 2005

Pimpmust posted:

Didn't find it mentioned, or a seperate thread for it, but I noticed a Early access game called Dungeon of the Endless that claims to be some sort of rogue-like dungeon-defense hybrid thingy.

The art direction seems top-notch, anyone got any experience with it?

Jeeeeeez, that looks amazing. I'll have two opinions for you later, ha.

E: This is the video that sold me on it: https://www.youtube.com/watch?v=UtVdbon7yZ0

E2: Welp either Steam is being ddos'd again or it's just down. Bummer. TAKE MY MONEY, STEAM :mad:

Tempora Mutantur fucked around with this message at 18:42 on Jan 4, 2014

Gooch181
Jan 1, 2008

The Gooch
I am playing Sil for the first time and I've made it to 150' so far. This is the most time I have been able to stand an ASCII game; I've just lost patience with them too quickly in the past. I have been spoiled by Dungeonmans, ToME, and DoomRL.

Edit: I was getting pelted by Orcish archers so I rushed to the stairs down and rested to recover my health. I did not expect three Orc soldiers to follow me down. Death at 200'.

Gooch181 fucked around with this message at 22:06 on Jan 4, 2014

EAT THE EGGS RICOLA
May 29, 2008

Gooch181 posted:

I am playing Sil for the first time and I've made it to 150' so far. This is the most time I have been able to stand an ASCII game; I've just lost patience with them too quickly in the past. I have been spoiled by Dungeonmans, ToME, and DoomRL.

Edit: I was getting pelted by Orcish archers so I rushed to the stairs down and rested to recover my health. I did not expect three Orc soldiers to follow me down. Death at 200'.

They don't follow you down, but there is a chance that a bunch of monsters will "come down the stairs" and spawn there, which is why the stairs are super dangerous to stay around.

The archers are pretty easy to get around, you just need to make sure your evasion isn't terrible and either get quite high evasion or enough protection (any armour, boots, gloves, helm and shield will give you a minimum of 5 protection, which is generally enough to take them on) and learn to use the AI against them. Once you can get an archer against a wall he'll just die.

Gooch181
Jan 1, 2008

The Gooch
That is one thing I noticed with Sil compared to other RL's I have played. Enemies move all over the place!

So are there constantly enemies entering the level if you take your time? I ran into those archers in a room I had previously cleared.

Glimpse
Jun 5, 2011


Orcs and other intelligent enemies will be coming and going by the stairs fairly regularly, and patrol around the level. One thing that can make archers tough is that your evasion is halved vs arrows, so heavier armour generally helps more.

andrew smash
Jun 26, 2006

smooth soul

Glimpse posted:

Orcs and other intelligent enemies will be coming and going by the stairs fairly regularly, and patrol around the level. One thing that can make archers tough is that your evasion is halved vs arrows, so heavier armour generally helps more.

Blocking plus a good shield really helps deal with early archer packs.

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EAT THE EGGS RICOLA
May 29, 2008

andrew smash posted:

Blocking plus a good shield really helps deal with early archer packs.

If you have even a crappy shield, blocking will make you basically immune to orc archers. Even without it if you can be careful about line of sight they shouldn't be an issue.

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