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Slawbug

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Posts posted by Slawbug

  1. 1 hour ago, xensaya said:

    If your talking about npcs' then it shouldn't really change them. I did this on the older games when I was editing the script. As long as your only changing the base template stats, it only affects you character.

     

    What you are saying here is specifically wrong.  The PC definition's stats are 100% imported as-is by some other character definitions.  I believe this was true in every previous Geneforge as well.

  2. He's said he prefers emails.  If you want to be thoughtful and not "fill up his inbox" you might consider making a list of things like typos and sending them in large batches rather than one at a time.  Either way, posting in two forums simultaneously is probably not going to help him, as it just becomes more to sort through.

     

    This is getting pretty off-topic for the atlas so if this needs to be discussed further, feel free to PM or start a new topic.

  3. 1 hour ago, mikeprichard said:

    Since it's potential late-game equipment, I thought it might be worthwhile to note: it looks like the Slayer's Chestguard (per comparing weapon/spell tooltips when it's equipped/unequipped) may actually boost melee/magic damage by 20%, not 10% - unless the weapon/spell tooltips are the ones that are bugged. I did report on the Steam forum, which Jeff is checking frequently due to the recent release/in preparation for v1.0.2.

    EDIT: OK, it seems only melee weapon tooltips show a 20% increase; spells show only 10%. Either way, something's probably off here.

     

    I don't think this is an error.  I think this is multiplication with stat-based bonuses.  What was the base melee % and what was it with the chestguard equipped?

  4. In both games, when it is in your pack, Dante's Guile reduces the mechanics requirement of certain interactable items by 1.  In G2I, this is limited to generic power spirals and spore boxes, and only if their base difficulty is 6 or higher.  I think the list was the same in Mutagen but don't have it in front of me.

     

    It literally reduces the requirement, rather than increasing your effective skill, which is one of the reasons a number of the mechanics requirements listed in the atlases are off by 1.

  5. It does change the ending, though not substantially.

     

    2 hours ago, mikeprichard said:

    Cheesy question: if I do all Awakened main quests, but then leave the faction (assuming that's even possible at that point? - maybe that's how Jeff prevents the cheese) by talking to Pinner before leaving the valley, and have also killed Barzahl, Rhakkus, Akkat, and Easss, will I still get Ending 2 ("good" unaligned ending)? I believe this was the case in OG G2, and it seems from the above it still is - i.e., as long as you're not aligned with the Servants or Awakened at the point you finally leave the valley, you're still "unaligned" regardless of how many quests you've done for the latter two factions. Still, I'd appreciate any possible confirmation.

     

    I think attacking Pinner flags you as not in the Awakened, even if that dialogue option somehow goes away.  Also, I believe you can report the last quest (and receive your reward) before you actually trigger the final "Leave the Valley" step of the main faction quest.  Either way this should be possible.

  6. It was more than just creations gaining experience, it was how they did it.

     

    Creations gained experience.  But that experience was, in most of the series, a fixed proportion of what you gained, based on your level -- not scaled for the creation's level.  So if you created a level 16 vlish at PC level 4 and kept it around until PC level 20, you'd have probably a level 28 vlish.  If you created that same level 16 vlish at PC level 12 and kept it around, you'd only have a level 22 vlish.  And if you created it fresh at level 20, it'd be a level 16 vlish.  This means that the longer you waited to make creations, the weaker they would be -- permanently.  So you had to balance a creation's actual strength with how early it was available, and its cost, and how many you could make.  There was thus heavy incentive for a shaper to invest in nothing but shaping skill or Intelligence until you'd made all your creations

     

    Level also mattered even more then.  Because of how the creation stat system worked, higher level creations were exponentially more powerful.  Level was fairly close to a direct multiplier for damage (via Strength) and an exponential multiplier for HP (multiplying it both directly, and also indirectly via Endurance), while also ensuring you won on the simple comparison systems for accuracy (also Strength) and evasion and turn order (Dex).

  7. 13 hours ago, Randomizer said:

    It's a weird thing and mostly applies to melee weapons. Some missile weapons like javelins and shaped lances don't need extra training. 

     

    I think the Roamertooth Band does count towards Missile Weapons for some reason.

    It works the same way as Deadeye Cloak, it doesn't allow you to equip things.

  8. The pattern doesn't break down.  These exceptions aren't actually exceptions.

     

    In E/A1, the kill-Hawthorne quest also wraps up in the northwestern ninth of the map, and even the find-an-exit quest wraps up in the central part of the far western area.  So I'm not even sure what you were trying to suggest here.

     

    In G3 you progress through the islands east to west.  Full stop.  Nothing changes that.  Yes, as a Rebel you loop back to finish the game doing 1 thing in a zone you've already visited, but the other 95% of the endgame is in the far west.  Similarly, in G2 your actual "last quest" could in theory be anywhere, but the point is that the far NW zones are the last ones you're likely to reach, and certainly the zones stocked with the most challenging foes (outside of the actual challenge zones).  And in the other Geneforges, factions have limited impact on even final destinations.

  9. Avadon has probably the most similarities to what you describe -- lots of moral ambiguity, multiple ways to complete objectives, a mechanics equivalent, and while it doesn't have canisters, scarabs fulfill a somewhat similar role.  And it has an interface that will feel familiar to you.  It is pretty different in other ways, but you could give the demo a shot and see.

  10. It does actually sound like one of the least destructive endings FWIW.  It's a stalemate siege, but the only deaths come from the Shapers trickling a stream of soldiers to go die fighting the drakons.  Because the Awakened don't try to expand into Shaper territory, the Shapers basically try to block off and ignore the whole region (as we've seen them do elsewhere -- with quarantines and barred islands) rather than putting forth the huge war effort that would be required to defeat them.  And while it's a quiet "siege" the Awakened are more than capable of taking care of their own needs, food, etc., thanks to all the work and resources they took over from Barzahl (in particular) and others.  One can imagine the Sholai finding ways to keep up a trade with the area as well, given all of their goals (both declared and undeclared).

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