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Messages - Nivim

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1
Other Games / Re: Angband v4.1.0/Angband.live
« on: July 12, 2017, 01:46:26 am »
You're talking about mid-game, so yeah luck is mitigated a lot by the abilities and the tactics that complement those.
But until you get those awesome abilities, stairs are player killer generator that if you're not having luck will spawn bunch of orcs when you are in need to rush to the stairs.
I was referring to everything before 500-600ft, before the awesome abilities; with a Beor that's about the point I run into Balrogs, which are hard to kill without at least one of all the buff potions. The only time orcs are a problem around 12 evasion (or maybe 10-11 and some armour) is if they corner me on more than 2 sides, and insufficient numbers come from stairs do that in all but the smallest of rooms (and so I know to be wary of those, and maybe just use a different staircase for the same result).

After you get some vanish, sprinting, listen and etc... you certainly pick your luck-based poison with a lot of ways of survivals, even better once you reach a good level of songs and can sleep your enemies (except of course a couple of sleep-immune monsters, fortunately very few).
I think I'm beginning to understand your perspective... you play a lot of stealth characters, since that's what Sil does so much better than other roguelikes, and as a result you aren't familiar with how much easier things get when you can usually kill every problem you run into. I also guess you play Haleth Edain, since they're the only choice with a stealth affinity, so you usually don't have any other options if stealth fails.

At least you get a lot of tension and suspense, with the odds of that playstyle?


I tried to get into Sil but I found it a bit complex and obtuse even by my very, very forgiving standards. Most of the complexity seemed to come down to UI design and lots of relatively niche use case skills/actions - I'll get into it one day I'm sure, just need to take it as a business trip game sometime.
You should read the manual! =D It's very well written, and the mechanics laid out are a lot more straightforward than most of the major roguelikes. I agree that the UI can be bad, but I don't think I've encountered an Angband variant with entirely good UI.

The skills/actions are a different sort of subject; Sil focuses on making even the smallest mechanics more significant, so that each thing has consequences beyond the obvious. Keen Senses, for instance, might not sound like much, but it's one of the best early perception abilities due to how it helps you keep from getting cornered or from bumping into something nasty in the dark, and for archers, it allows you to get free shots at things that think they're safe in the dark. The bonus to detect things like Sulrauko or Shadows is nothing to sneeze at, either.

Flanking is another one of those abilities that sounds poor to a lot of players— "it doesn't even let me attack more than one thing at once? It doesn't give any accuracy bonuses? Ripoff."— when it's actually one of the best abilities in the game, capable of turning unwinnable battles into slaughters. It lets you dance around and manipulate enemy positions while simultaneous killing them, and the mere 3 points of evasion the prerequisite gives you in those battles can be the difference between only losing a few hitpoints and getting worn down to nothing or taking a critical hit.

Anyway, what are the recommended *band variants these days?
PosChengband is popular nowadays, due to the sheer variety and craziness it offers, but I would like to recommend a variant of that variant; elliposchengband. It's been regularly maintained and updated as vanilla PosChengband has been, and it focuses on making the game less annoying and tedious while trying to preserve the same level of difficulty (and a few jokes the vanilla maintainer didn't get). (If you see reference to an mpa-poschengband, that's the predecessor to elliptic's version.)


P.S. Also, there's something called mpa-sil, which does the same thing for Sil as elli/mpa-poschengband do for poschengband; it tweaks things a bit to cut down on annoyances, like upgrading Lore-keeper/master and making it so you can still drink potions while engorged. Generally considered not insignificantly easier than normal Sil (although your dump file will clearly indicate the variant anyway, so it's not like putting on the ladder is cheating).

Edit: For reference, where the source code for Angband.live interface is; https://github.com/OwenGHB/angband-webclient

2
Other Games / Re: Angband v4.1.0/Angband.live
« on: July 10, 2017, 09:01:16 pm »
The main offender of "you need some luck" in Sil are the stairs, they're the only thing in the whole game that your character abilities and skills makes no difference it's just the game making rolls for the stairs every turns until the bad stuff happens (convenientely nearly always happens when you're hunted :D ).
I second wobbly here in that it's not so based on luck as it seems, and add that ability selection matters a lot too— sadly, in the default game there's a number of abilities almost never worth buying, and a few that are completely vital depending on your strategy. For instance, you can have a Beor consistently survive till 500-600ft by taking Parry and more evasion than melee, followed by getting Riposte.

Of course, if you intentionally pick strategies that are bad early on, like throwing everything into smithing, then luck in that case really does play a large role.

Which got me thinking... I can't remember EVER enjoying the implementation of traps in any game that I've ever played.
Think about the games where you're the one setting the traps, or where they have complicated physics or a clever designer.

3
Other Games / Re: Free Game List
« on: February 27, 2016, 04:16:29 am »
Hyperrogue; a roguelike game with infinite terrain that helps bend your mind as you keep track of it, what with being genuinly non-euclidian (if a relatively limited kind). Also features 1 hit point, thoughtful creature/location properties, and versions for Windows and Linux new, and Android and OSX older.

http://www.roguetemple.com/z/hyper/ - v7.4h current newest free, 8.0l current newest for money.

Honestly rather surprised this wasn't on the list already; actually came here to see if the list had anything similar.

4
Life Advice / Re: On Successfully Accessing Bay 12 Forums
« on: October 04, 2013, 03:53:26 am »
 This is successful, but my searches have failed to tell me why. (A lot of information on setting up DNS servers rather than troubleshooting connections.) Before taking more good advice, I think I'm going to reboot my system and go on a marathon of updating everything and reworking configuration. That should solve problems I didn't even know I had.

5
Life Advice / On Successfully Accessing Bay 12 Forums
« on: October 03, 2013, 08:17:18 am »
 I am currently using a proxy to reach the Bay, as all browser based attempts to even find the site from my home internet service fail. I used the recent advice from Weird in this thread to try to at least figure out what to blame, but both traceroute and ping find no problems whatsoever, even as Firefox and Elinks only provide eternal loading indicators (in place errors from normal circumstances). The other dozen or so sites I've tested are fine, so whatever it is, it's messing with my Bay 12 Forums connection specifically. Routers; three different (when they've given problems, it's been across the board and solved by power cycles). The current situation is very annoying, so help would be appreciated.

 Mildly worried it has something to do with the whole U.S.Gov. shutdown, as the two events happened at 7-hour-indistinguishable times.

Edit: Years-later information-cleanup.

6
General Discussion / Re: [ლ( ლ)] He comes (Happy thread)
« on: September 25, 2013, 03:28:30 am »
I read Kikiyama's (video) Yume Nikki and was (very) disturbed by (certain parts of) it. The explanation as to why that is so, and why I post this here, is something I'm still trying to work into words. I strongly suspect the result would need to be different for each listener I know, though.
 I began feeling paranoia towards the dark and a hollowness, while my mind started outlining exactly what I was missing, which are all good signs, but I'm still not sure how to go about claiming this particular part of the uncanny valley— and indeed, I might even lose territory if I do something stupid.

7
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 24, 2013, 03:43:40 pm »
Just like with the staff?

8
It does sound more likely to hit than the mushroom and the shot. Check it for reagent status before you do, though.

9
I was thinking the sides of said pedestal are slanted enough to be 'banked'.
That makes two votes for blasting the pedestal (I made edits).

10
The above gets my "shenanigans" vote, but where will we find a "bank" that doesn't lead to the void?

Edit: We could also just shoot at the pedestal the key is on.
2nd Edit: I just noticed the votes still technically say "fall for obvious trap/press on regardless". -1 to that. Anyone willing to pull up some votes just to stop this?

11
(FFS is referring to the magic potions and the sheer amount of power we'd get if we bought a few with Pence.)

12
(
Not going to the bank? Your money depreciates faster but the bank isn't able to invest your money either.
and there is, by the bankers' definition of hurt, simply never letting them use your money, and depositing it in a credit union.
Fairly sure FFS is trying to refer to something else right now; I can't imagine applications for any interpretation involving a modern day, legally recognized bank. I'm guessing it has to do with decision theory more than economic theory, even if the relevance for both is low relative to what he actually wants us to guess. I can recognize these kinds of puzzles can exist, but I cannot solve them.)

13
(Oh hey, a riddle for me to flail at uselessly until I render it unsolvable. Let's see...A bank is a legal structure set up for making loans and taking people's money with which to make loans [giving them part of the interest on the loans]. There are many ways to hurt a bank, but most of them are rather destructive and cost a great deal in various ways: there's taking out a loan [or several with other people's IDs] then spending all that money on avoiding the repercussions of defaulting on the loan[s]; there's tricking the bank into making bad loans to other people who will default; there's destroying enough bank records that other banks can leverage them out of business, or so much the bank can no longer keep track of itself; there's convincing people to withdraw their money from the bank or not use it in the first place; and there is, by the bankers' definition of hurt, simply never letting them use your money, and depositing it in a credit union.
 We could also be talking about the older, more physical banks, at which point you're reduced to simpler forms of thievery and cheating.

Edit: It occurs to me now that the question might be talking about "bank" in a more figurative sense, such as "amount of currency I have available", or a case of where we have some coin being completely useless, and we could turn it into something useful. If this refers to Oric's potions of giving us magic for a boss fight or providing us with loot for our exploration, then the probable response is most of us actually want to see Ciro get five BLOD before L5.)

14
(The answer is obviously shenanigans.)

If the trap there is the same as the trap for the chest, it won't trigger unless we step on the line...but does anyone have enough hitpoints to test this? Cherish's staff was completely incinerated, and the text made it sound like that flame was sustained, so we should expect anyone who triggers a trap to just die unless they get really lucky. This is probably why F.F.S. was willing to make them so obvious.

15
(Seems you were ninja'd, Flabort. [Edit: As was I.])

Go to the previous room.
Uproot mushroom. (Check if it's a reagent.)
Chuck mushroom at key.

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