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Dingua Franca

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About Dingua Franca

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    The Demon of Good Taste
  • Birthday December 25

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  1. Every creature in the game resists energy damage. What you mean is that there are very few that have bonus resistance to energy beyond what all creatures are assigned based on their level. And because automatic elemental resistance increases more slowly than automatic armor, the advantage in dealing energy damage is actually greater against higher level enemies, not just enemies with higher bonus armor. That's OK for blunt weapons balancewise, I guess. I do think it's kinda weird thematically. If I'm thinking about bludgeoning weapons versus armor, I wouldn't expect a mace to be relatively more useful against dragons, archmages, or vampires... (Also, do you really mean only scale with base stats? Wouldn't they scale with everything except Melee Weapons (which I presume you removed from their ability)? This includes level, which factors into all damage formulas, as well as all % bonuses to melee damage. At low levels 10 points in Melee Weapons can make a big difference but at high levels, when a fighter will have 30+ natural Strength and another 25-30 levels of damage from level/str traits/item level, missing out on those 10 points amounts to more like a 15% penalty.) (EDIT: Wait, I didn't see that you had them scaling with Endurance instead. At high levels that will just about make up for the Melee Weapons points even with no manual investment in Endurance. I don't see much of a penalty anymore.)
  2. The skill system just makes me happy. And the dialogue engine. And Pearlblossom. Though I do enjoy the new content in N:R, too.
  3. Also, if you save mid-fight after having killed the original doomguard, and then reload, the remaining clones will still never drop anything -- that could explain it too.
  4. Sniped by Ess-Eschas! A few additions: 1) When you say "begins the game as full", do you mean it's full when you start a new game, or it's full when you load a save? If it's when you start a new game, and it happens every time, it's probably a file corruption issue and "delete and redownload" is in fact likely to solve the problem. I know we are used to that being an unhelpful non-answer from customer service people, but file corruption is a real thing that really does happen. 2) Also, while I understand the frustration behind "we paid money for this" -- that doesn't actually apply with Spiderweb. They have a no-questions-asked 100% refund policy that they really do honor (http://spiderwebsoftware.com/come_aboard.html). If this bug really makes it impossible for you to enjoy the game, I mean, that's what that policy is there for. Nobody likes bugs, the developers least of all; but with this friendly company, your money is not beholden to them.
  5. Yeah, this is a known thing. The Compact and Convenient theme is my creation, and unfortunately, every time IPB updates their software -- which is constantly -- there is a chance that something will break. A few other minor things have too. It's kinda sad because they offer some helpful features for creating the alternate CSS, but don't even attempt to support alternate CSS by reusing labels when they change their page architecture. It's on my list to get around to but no promises.
  6. I really, really don't think they scale (damagewise) from both Str and Dex. The fact that you cannot find the formula does not make that a thing. If your mage could never match your archer's damage, that speaks to spell selection or magic stats (Int) maybe -- spells simply have a much higher damage potential. Kill maxes out at 90-120 damage if the saving throw is failed. Firestorm maxes out at 14-84, Divine Thud at 18-108, Death Arrows at 40-70. Blade Wall does 6-48 physical damage on casting and again once per turn (or per square moved through)...
  7. This is mostly incorrect. Level did affect some things directly in Exile, like spell damage, but it did not affect damage or hit rate for weapon attacks. At all. I don't remember off the top of my head if Strength improved damage for missile attacks, or if Dexterity did, but I don't think it was both of them. Dex did improve hit rate for everything, but quite conservatively -- the increase maxes out at +20% from natural Dex -- and the bulk of hit rate increases come from your skill with a specific weapon type. The real value of early Strength was in how many extra HP it gave you. Exile's game balance, unfortunately, was pretty unkind to archers in general. Missiles simply aren't very good compared to either melee or spells in Exile.
  8. I don't think "the best most cost-effective traits" is an accurate statement. Most of the base stat traits are good, at least for certain character types, but there are a number of traits that are better than basically any of the base stat traits.
  9. See: the original version of Avernum 4, in which Chitrachs suddenly looked exactly like Clawbugs, in stark contrast to their appearance in all previous games.
  10. I'm sure you're even more amused, Triumph, to realize that in 1997, when we dropped our pants on the floor, it revealed an easter egg.
  11. I mean, we went 2 years without pants in the very beginning? But I think we've had pants since 1997...
  12. No, you're not the only one. I understand why the switch to top-down was made. In general I even prefer top-down. I just think this is a really unfortunate incarnation of top-down. It looks so much like Realmz: high-res images shrunk to fit the available space, placed on top of tiles where the art or the finishing doesn't quite match up. It feels like a collage. Less immersive. But I guess we'll see. It's hard to know what the actual experience will be like just from screenshots.
  13. I really disagree on Swordmage. There is not a delay in getting multiple good armors (Runed Plate isn't even the best one, there are plenty with bonuses on top of it) with no hit chance penalty -- this is Avernum 1; practically everything is accessible right away, you have a kazillion friendly towns to explore and loot and do quests from before you have to set foot into a single dungeon. Also, for that reason, it's important to note that Randomizer linked you to tips for Avernum 2, not Avernum 1. In A2, most areas aren't accessible until well into the game. So take that into account when reading that advice. And remember that there WERE mechanics that changed between A1 and A2, some item bonuses that were toned down, etc. Similarly, the summon traits are a lot more valuable in Avernum 2 because of Simulacrum, which is phenomenal. Summoning isn't even remotely as good in Avernum 1.
  14. Negotiator isn't necessary but it WILL speed up the acquisition of spells and skills from trainers, which is not a bad thing. Until you've bought everything you need, which will be quite late in the game, that's honestly a lot more impact than +3% to summon level will ever have.
  15. A duo does not need Negotiator. Good question though. Might still accelerate skill/spell purchases enough to be useful. You are 100%, no questions asked, going to want maxed defensive skills (Hardiness, Resistance, and Parry) on both characters, which helps you get to Adrenaline Rush quickly (also critical, obviously). I'm torn on including melee at all, versus just having two casters. It could be done either way. I'd probably go with two casters, personally. Two Adrenaline Rush casters tossing out 10 SP lightning cones can deal with a lot in this game. And casters can potentially be a tad tankier than melee, since good melee damage requires giving up a shield. I would be careful about putting points into lore skills manually. Plan ahead, since you stop getting most skill points from level ups after you hit level 30. I'd just use 2 Sage Lore traits + trainable Arcane Lore for spells -- beyond 10 isn't needed and can't even be used till what is essentially the postgame. Assuming +2 from trainers on everything, I'd imagine something on the PCs like 8/8 Melee 10/10 Hardiness 10/10 Parry 10/10 Resistance 14/6 Mage Spells (to Cloak of the Arcane / Lightning Spray, with trainer) 4/12 Priest Spells (to Call Storm / Ward of Elements) 7/6 Spellcraft 0/1 Tool Use 1 Sage Lore 2 Nimble Fingers 2 Parry Mastery 5 Improved Intelligence 3 Health traits 5 Improved Endurance 5 slots left for some mix of Negotiator, Elemental Focus, Luck traits
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